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Found 31 results

  1. until
    AniClash returns yet again this week for our 61st numbered netplay tournament! Get caught up in the hype of the new hit AniClashBot and it's currency/betting features while enjoying a wonderful showcase of some of the best players the world of online BlazBlue has to offer. Registration can be found a t the event's designate challonge page, and friendlies will begin at 6PM EST on the day of the tournament on-stream. Hope to see you there! --- Stream located at our Official Twitch Channel; make sure you subscribe to that channel, our Official Youtube, Twitter, and our Discord to stay up to date with all things AniClash!
  2. until
    Netplay's premier tournament series goes 60 numbered events strong with this week's AniClash 60! Heralding the arrival of expanded social options arriving to the Twitch and the Discord, as well undoubtedly being rife with a bevy of incredible competitive BlazBlue matches, you won't want to miss out on this event! Hit up the tournament's designated challonge page to register and stake your claim! --- The stream will be located at our Official Twitch Channel and friendlies will begin at 6PM EST on the day of the tournament; stop by to get some last minute practice in and chill with your fellow competitors. Also, make sure you subscribe to that channel, our Official Youtube, Twitter, and our Discord to stay up to date with all things AniClash. Hope to see you there!
  3. until
    After the glorious success and monumental announcements of AniClash 58, netplay's premier tournament series returns once more this Friday with yet another incredibly hype night of competitive BlazBlue action! Join in the fun and experience the next evolution of AniClash across all of our platforms! Registration for the tournament can be found on its corresponding Challonge Page. The event will be streamed on our Official Twitch Channel; a friendlies stream will begin at 6PM EST on the day of the tournament, make sure to stop by for some on-stream practice before the festivities commence. Also, don't forget to subscribe to that channel, our Official Youtube, Twitter, and our join Discord to stay up to date with all aspects of the AniClash Experience! Hope to see you there!
  4. until
    AniClash 58 marks the 5th event of 2017 for the premier online anime fighter tournament series! With a number of huge announcements planned pertaining to the future of AniClash as a whole and a bevy of incredible BlazBlue action guaranteed to be on display, it's no doubt gonna be yet another event you won't want to miss! Registration for the tournament can be found on its corresponding Challonge Page. The event will be streamed on our Official Twitch Channel; a friendlies stream will begin at 6PM EST on the day of the tournament, make sure to stop by for some on-stream practice before the festivities commence. Also, don't forget to subscribe to that channel, our Official Youtube, Twitter, and our join Discord to stay up to date with all aspects of the AniClash Experience! Hope to see you there!
  5. In case of more additions. Overview: (Reposted from Combo Thread) Acknowledgements Move-list translations courteous of Tokkan Detailed descriptions thanks to Davo87 [Davo87 text in this font color] (various links to footage from his descriptions in http://www.dustloop.com/forums/index.php?/forums/topic/12514-bbcf-izanami-combo-thread/&do=findComment&comment=949452) Thanks to -Seo for info on what moves can be jump cancelled, confirmations on lows and overheads, and general hands on impressions. Thanks to Kiba for letting me know how I could add sexy boxes. Thanks to Suzaku for the inspiration for the Arcade Movelist Sheet Thanks to Myoro for the thoughts on ribcage and barrier management (expressed it better than I could) Thanks to bakahyl for changes to the ribcage section and the Bang guardpoint comparison Arcade Movelist Sheet Izanami CV: Yukana Nogami To all living things, Hades Izanami descended to bring death unto all equally. She is the younger sister of Ragna and Jin, while also the template for dimensional boundary interface units for the No.10 series and a "vessel". At one time she was known as the "Imperator" of the NOL, seeking to bring about Doomsday. Now, that goal is about to be fulfilled. A cold, heartless, ruthless girl. She believes the role of Hades Izanami is to view all of life as pointless as worms about to be snatched off the ground and to return all the world to nothing. However, she sometimes refers to Ragna as "Nii-sama", but it is unknown whether if she says that as only a taunt or to truly reflect the "vessel" Saya's feelings She wields the Yasakani no Magatama in battle. Profile: Height: Unknown Body Weight: Unknown Blood type: Unknown Birthday: Unknown Hobbies:Jigsaw puzzles Likes: The world Dislikes: Ragna the Bloodedge Drive Name: Exodus Arc Specials Float ------------ + -> Float Cancel - F. (Float) + Tengai no Hi ----- + ,[] (chargeable) Tourai no Hoko --- + or + Gaihou no Geki --- + Renge no Kai ----- + Jiai no Yuu ------ + Mujuu no Tate ---- + -> Mujuu no Gou - + during Mujuu no Tate Shizuku ---------- + ,[] (chargeable) Araragi ---------- + ,[] (chargeable / can manipulate by pressing or while charging) Distortion Drives Hazen no Kui ----- + Kyomu no Koku ---- + Jindou no Koku --- 720A (100 meter) Astral Finish -----720D Notes: In normal mode her C attacks have followups when pressing C again. In Magatama mode she loses the followup C attacks and the ability to block but in their place gains 4D, 2D and 6D as projectile attacks. 5D switches between modes. Exceed Accel is called "Nayuta <Arc Drive>". Overview : A very offensive orientated character that struggles in neutral but has high damage potential. Relies on Exceed Accel or DD on defense, with little else to counteract the opponent's momentum. Her projectiles are used more to give her a chance to open up the opponent rather than to zone, but she can also use the slide version of her teleport to get in on opponents. A unique technique allows her to use barrier meter for temporary defense, but is more an offensive tool against Abare rather than a true defensive option due to start up and a window of only 4 seconds. Izanami also has many moves with lots of recovery, so she needs to be cautious on offense. In summation, she has a multitude of offensive options, but lacks meterless defensive options. Modes: Normal/"Ring" Mode (non-projectile mode,N-mode) -In normal mode her C attacks have followups when pressing C again. eg 6CC, 5CC Active/Magatama/"Deployed" Mode (projectile mode, P-mode) -In Magatama mode she loses the followup C attacks and the ability to block but in their place gains 4D, 2D and 6D as projectile attacks. 5D switches between modes. 5D/ j.5D: Toggles Normal and Active mode. 2D Fires spread outwards. 4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap. 6D Fires cluster at 20 degrees upwards. j.1D Fires spread of magatama covering 45 degrees downwards. j.6D Overdrive: Lets Izanami use both modes simultaneously. Strategies include using projectiles (XD) on whiffed distortions or specials. Filler Filler Normals: 5A (standing jab) 6A (sweet chin music) (rising jump kick) Anti-air. Can float on hit/block. 2A (crouching jab) Gatling to 5B, 2B, 6B 5B (poking kick) Advancing kick. Gatling to 5B, 5C, 2C and 6B 6B (forward twirl) (overhead strike) hits overhead and kd. special cancelled. float version falls downwards in steep angle. airthrow>float>6B. 2B (slide kick) low profile and advances. Gatling to 5C, 2C. 2C (black swipe; causes fatal on counter hit) (claw swipe) Fatal counter properties. Gatling to 6C and 6A. 2CC (magatama followup to 2C) causes spin on stagger. can followup with 214B. on juggle causes upward spin. 3C (needle strike sweep) unsafe on whiff/block. covers range and advances in float combos. float version jump cancellable. 5C (black palm thrust) (palm thrust) jump cancellable. on juggle causes upward spin. Gatling to 6A, 2C, 3C and 6B. 5CC (magatama followup) causes standing stagger. can followup with 214A. 6C (alley oop) (2-hit hammer strike) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce. 6CC (ring mode bits go down diagonally to attack like Izayoi's bits) (magatama followup) groundbound. can followup with 5B. JA (air jab) JB (jumping kick) Hitbox can crossup. JC (downward strike) vertical hitbox. cancellable to j2C. combo filler after jump cancel from f.3C and f.5C. JCC (magatama followup) spikes opponent downwards. J2C (spazzy bit swarm) (magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer. CT Wall bounces on hit. Filler Exceed Accel Combo from 214A or f.214A. Specials: Float - Input “Jump” in midair (J8) -> Float Cancel - Input “Jump” while floating Regarding Float its possible to do the following: double jump = float airdash to float superjump then airdash to float float to jump cancel then airdash -basically lets you do standing normals in the air (circle under feet tells when float state is active) -circle flashes red to indicate float state is about to end Tengai no Hi - 41236C (chargeable) -fireball with 3 different levels that travels in downward arc like Kokonoe's fireballs 3 chargeable levels. fireball can descend 45 degrees or 30 degrees. --corner combos from 6C or 2C on juggle. On fireball oki, Drive > Ribcage gives access to Araragi - 63214D during the startup of ribcage. Corner setup Hitting sleepers. On 3C On 5C On 5C On j5D> 214B 63214D puts Izanami back into normal mode so its good. Tourai no Hoko - 214A or B A Version: cause wall bounce. on corner its wall combo. float j.214A remains in float --Fatal counters lead to ground bound. Combos into 5C. B Version: (slide kick) on knockdown, combos into 5B or 5C. j.214B teleports to ground. -Has a teleport to activate move and then one of two strikes based on input that is required after activation -A hits chest height +If used during float, maintains height, attacking directly in front of opponent -B hits low (ala Ky's Stun Dipper ) +If used during float, teleports Izanami to the ground Gaihou no Geki - 236A (dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger. -Deadspike Renge no Kai - j.63214B (aerial skull) ground bounce on juggle. combo filler after 6A launch. -Floaty Belial Edge (RIP ) Jiai no Yuu - 63214C (command grab) drain opponent's barrier and adds to Izanami. In active mode can followup with 214D. -Command Grab -Adds to health as well on hit Mujuu no Tate - 623B -> Mujuu no Gou - 623B during Mujuu no Tate (ribcage) strike invulnerable. depletes barrier to 50% before deactivates. depletes faster while absorbing hits. ->>(623B after 623B followup) launches on hit. deactivates ribcage. -Protective ribcage guard point -can be used at end of combos to shutdown wake up DPs -4 Seconds of duration (if enough barrier at time of activation) -guard point is time based not hit based; ribcage can take as many hits the opponent can dish out for the whole window -like Bang's gudard point can't block unblockables (Hakumen's Yukizake counter/Naoto's Phantom Pain UB) or throws Shizuku - 41236D (chargeable) (homing triad laser) tracks to target and pins with laser. throw>236D>2B is combo. -In active mode/overdrive can be called anytime without special cancel. -Delayed projectile (can move as they circle and strike) -Opponents can jump out of it to avoid the hit -More of a pressure tool than a zoning tool Araragi - 63214D (chargeable / can manipulate by pressing 2 or 8 while charging) (spinning magatama) use after fireball oki. 5D>ribcage>214D immediately. - -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. -spinning projectile wheel like Noel's 6C in Chain Revolver -after use, puts you in ring mode Filler Distortion Drives: Hazen no Kui - 236236B (rising kick) reversal/combo filler. -Flashy "combo" distortion like Bang's Four Seal FRKZ DD (in terms of tempo) -Pre-"combo" is like Hazama's Houtenjin Kyomu no Koku - 214214C No Meter Gain During Timestop (timestop throw) Lasts 3 seconds. Izanami gains no meter during this period. Can be extended with another 214214C. Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge. -Command Grab Timestop -Allows for a free combo(s) after hit for several seconds (length scales with damage? need verification) -Can follow up with itself to increase duration (has heavy proration) Jintou no Koku - 720A (consumes 100 meter) No Meter Gain During Timestop (fullscreen timestop) 5 seconds startup. Costs 100 meter. Lasts <10 seconds. Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge. -~2-4 seconds of startup -~7 seconds of beating on the opponent (can't gatling attacks though?) -Za Warudo (read: timestop super with shit tons of startup) -OD timer does not move during timestop Astral: 720D Move Proration and Base Damage Gimmicks: A coy use of Izanami's float is to use it to pan the camera up and then use 41236D to force the opponent to block or jump (the move has a about 1-2 seconds after activation to actually fire). The Izanami can then use 214B to teleport to the opponent on the ground if they didn't jump or float cancel (8 in float) to then attack. Another tactic involves using 63214D (with some charge to increase duration) on float above the ground to create a hurtbox above the opponent and then to move in to use her command grabs. Very telegraphed, but forces the opponent to tech since jumping leads to damage via the projectile hurtbox above. A safe cross up involves using 63214D to attack on the ground and then jumping behind the blocking opponent. Another tactic involves using the hurtbox of 41236D to move in on the opponent as some air normals and anti airs can't punish the dash in without getting hit on their start up frames. When Izanami has a health lead against a non-zoning character, she can consider halting an opponents with 41236D done on the ground to either force the opponent to block and risk chip damage, go into the air and compete with Izanami's float normals, or stand back away from the hurtbox. Useful for recharging barrier for ribcage armor combo setups. You can use JD to mess with your momentum in the air to punish the opponent or to avoid damage. Float can be used to a similar effect. Similar to UNIEL Nanase tech. D-Move Buffering: Izanami has a powerful buffering technique involving 63214D, 41236D, and all Active Mode D-attacks. Normally, this move is easily blocked in neutral, however, Izanami can buffer 63214D during the startup of moves like her CT to extend the length of her strings. What this allows you to do is to create time to go for other options you normally couldn't do relying on your normals alone. You want to deploy the move early, since her "bits" circle the opponent for a little while, but go for the combo on or slightly before hit. In Active/Projectile/Bit/Ring Mode, Izanami can buffer with any of her projectile attacks. We'll use comma notation to show you want to input the projectile attack relatively close to the attack you want to buffer and to distinguish from the fact the move does not flow to it. Rather, the projectile and the buffered attack occur simultaneously. Izanami exchanges the right to block for this technique, so be careful and knowledgeable about the times required for the bits to have an active hitbox. Buffering Examples: You'll want to buffer to make your moves safer and open up new combo opportunities by lengthening the combo timer. 63214D is notable because it can be buffered outside of Active mode unlike the rest. The price for that is that it has about a second of delay as the bits circle the opponent making it extremely telegraphed. 6A,6D->... 6A,4D->... 6A,1D->... 6A.2D->... 41236D hits later than when you input it so not a good ender but extender Throw,41236D->... 6B,41236D->... CT,41236D->... 3C,41236D->.... 3C,6D->... 3C,4D->... 3C,1D->... 3C.2D->... 214B,6D->... 214B,4D->... 214B,1D->... 214B.2D->... Knockdown Pressure: Use 623B,63214D (buffer 63214D during 623B's activation) on knockdown in the corner to put yourself at an advantage after a successful combo. The opponent will be forced to either block on wake up or delay their wake up if they can't safely roll behind Izanami out of the corner. A good option is to go for 214C if they block to restore some barrier and deplete their barrier gauge. Ribcage Impressions Float Mixup: One tactic Izanami can use her float mode for is to float at just the right height to end float mode and go for one of two options: Overhead jump normal Landing low Inputting the attack right before she lands enables the 50/50 mixup. Similar to Swallow Moon tech. Float "Soft" Loop: Float looping/resetting involves float cancelling (8 during float mode) to extend combo potential similar to how jump cancelling allows you to extend a string by taking to the air. Example ...(float mode)->float 5C->float 2C->8 in float mode (float cancel)->ground 5C->(jump into float cancel)88->float 5C->float 2C->float 236A->float 5C->float 2C->float 6C->8(float cancel)->...(ground enders etc) The idea is to install float after a launcher, do a float string (usually float 5C->float 2C) then to uninstall float mode with a float cancel (8 in float mode) to do a minor reset to extend the combo. The timing and moves vary based on what point in the combo you are in, and where you focusing your string at (you can go for float cancels for float->ground mentality to focus strings on the ground or jump cancels for a ground->float mentality to focus on strings while floating). Combo Theory: Misc (50% meter)...,41236D->(on 41236D hit) 236236B (During OD)...214A->ABCD(EA) [go to in active flow with OD meter stocked] ...->5B->5C->2C->6C->... (corner) ...->5C->2C->63214C->6CC->... 214X ...->214B->5B->... ...->214B->5B->.... ...->214A->5C->... 2A ...->2A->5B->.... ....->2A->2B... ....->2A->6B->... 5B ...->5B->5C->.... ...->5B->2C->... ...->5B->3C->... ...->5B->6B->... ...->5B->5C-> jump cancel-> J2C 2B ...->2B->5B->... ...->2B->5C->... ...->2B->2C->... 2C ...->2C->6C->... ...->2C->6A->... ...->2CC->214B->... 2C (fatal counter)-> CT,41236D->.... 2C (fatal counter)->CT->6B,41236D->.... (corner) 2C->63214C->... 5C ...->5C->6A->... ...->5C->6A->... ...->5C->6B->... ...->5C->2C->... ...->5C->3C->... ....->5CC->214A->... ...->5C->2C->6C->41236C->... 6B (corner)...->6B->236A->5B->... 6B->214A->5B->5C->.... 6C (corner) 6C->63214C->.... ....->6CC->5B->... Mix-up Tools, Jump Cancels, and Notes: Ribcage/susanoo presents good oki on knockdown 6B,6CC are overheads normally 6B is an overhead in float mode as well 6C(1) hits low float 6B ends float mode Jump cancels: 5A->Jump cancel on block 2A->Jump cancel on hit and block 5A->Jump cancel on hit and block 2A->Jump cancel on hit 5B->Jump cancel on hit only 5C->Jump cancel on hit only 6C(1)->Jump cancel on hit 3C->5D works on block but 3C->Specials doesn't work on block Float Throw has normal throw animation but catch airborne. Airdash>float to continue pressure strings. Float auto correct in combo strings. Float strings for mixing up. (from f.3C jump cancel to jB or just land 2B) Empty Box: Jubei
  6. Useful links: https://www.youtube.com/channel/UCVByMGDhByNpHD6A39gYspw/videos https://www.youtube.com/user/Jourdal2012/videos https://www.youtube.com/user/Jourdal15Plus/videos https://www.youtube.com/user/GAMEacho/videos https://www.youtube.com/user/gamechariot/videos https://www.youtube.com/user/zero3japan/videos https://www.youtube.com/user/GcomWajiro2/videos https://www.youtube.com/user/ChannelTeamEXE/videos https://www.youtube.com/channel/UC6IsUxadPa9sFYpyemAKwAg/videos https://www.youtube.com/channel/UCu0kB8KalLvowZLQ-I_Qlag/videos https://www.youtube.com/channel/UCYLCN_XS2mCJuNXIP7VNlGA/videos http://www.nicovideo.jp/user/3335843 Most recent videos with the "bbcf" tag on Youtube and Nico Nico: https://www.youtube.com/results?search_query=bbcf&search_sort=video_date_uploaded http://www.nicovideo.jp/tag/BBCF "ハクメン (Haku-men)" tag on Nico Nico: http://www.nicovideo.jp/tag/%E3%83%8F%E3%82%AF%E3%83%A1%E3%83%B3?sort=f Haku-men players ranking: http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ha&pref=0 BBCF Video database: http://bb-keeponrockin.rhcloud.com/ Information: If you'd like to contribute, please feel free to do so! Just link the video along with the time that Haku-men appears in the video (using the '&t=xxx' format if necessary), and I'll update this post with that video. Dates are in written in MM/DD/YYYY format, by date. If no date is present, upload date will be used. Feedback is appreciated to improve the video thread. Feel free to report any mistake. Notable players: Camelia Chibaken Chin Ciel Film JUN Oka Poroppicho Tenchi Combo videos: Day 1 combos BBCF Hakumen Mugen changes Original Nico link Hakumen combos by Nikki Hakumen combos by Nikki (2) BBCF Neta Combo video "Russian Roulette" Original Nico link BBCF Haku-men combo video BBCF Hakumen Combos By Nikki Part 2 BBCF ハクメン 夢幻ネタコンボムービー「Clear Mind」 - Neta combo movie by Nikki Matches: Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. Hibiki: Vs. Izanami: Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. Naoto: Vs. Nine: Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Vs. : Back-up: https://www.evernote.com/shard/s500/sh/3665e899-1911-4289-a738-041bbb04d7e7/69cf75cb925ef9ba40d1f68cea30fc27
  7. This is the Izanami Combo Thread! Be sure to post any and all useful combos you find here.
  8. Use this thread for discussing BBCF Hakumen gameplay, videos, combos, new tech, general analysis, setting up games with other Hakumen players, your tournament performances, swapping tips, etc.
  9. General Overview: Many people look at Litchi and instantly ask themselves and others, "How do I use this character" straight from the get-go. To be honest, she does look crazy to use but as a general overview. She is not that bad but does require a lot of practice (like all characters) and you must understand how to use both her and her staff in harmony in order to truly use her as a character. She is overall, a very versatile character who can transition very well between applying heavy pressure, being a zoner and playing keep away because of the nature of her move-set. On top of this she has great Okizeme and can convert many of her hits in to long corner carry and side switching combos ending with the staff sitting beside the knocked down opponents. In addition to how versatile she can be, you will also find yourself ad-libbing and improvising quite often because of the nature of move-set. Her style of fighting includes a staff that can be thrown for being both offensive or defensive, leading to the opponent possibly getting hit at times you wouldn't expect. So this means you have to be aware of the options and routes you can use when the staff opens the opponent up at unpredictable times. With a good reaction and a nice hit confirm, you can convert an odd hit in to a full combo + a hard knockdown hence the reason why you must on your toes and be ready to perform ad-lib combos. Screen Positioning Explanation: Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here. General Screen Positioning: - Notations j - Jump dj - Double Jump sj - Super Jump AD - Airdash IAD - Instant Air Dash jc - Jump Cancel sjc - Super Jump Cancel CH - Counter Hit FC - Fatal Counter RC - Rapid Cancel OD - Overdrive 6C(1) - First Hit Of 6C Staffless (This is followed by a move that will cancel the 2nd hit from coming out) 6D(1) - First hit of 6D when the staff is equipped (Same Side note as 6C[1] ) TK - Tiger Knee (Example: Litchi doing TK.Chun would be 2367C) CT - Crush Trigger D - for Setting the staff or Launching it (No Hold) [D] - Holding the D button for a certain amount of time. ]D[ - Releasing the D button from holding it for a certain amount of time. Staff 2 - 2nd hit of the staff after it has been thrown from a 5D staff set (The returning hit from the staff that goes up and over) Daisangen - 236A/B/C (Litchi's Rekkas) DMG - Damage - -Basic Combo Theory- In this version the main staple combos or combo theory tends to be the following:- (These are combos you're most likely to use most of the time because of the nature of her BnB) (Midscreen) xx > > Renchan B > Haku > Hatsu > RiichiA > IppatsuB > 6C(1) > [D] > 6C(2) > Hatsu > ]D[ > Chun > Staff 2 > 6C(1) > Tsubame (Corner) xx > Daisangen > 5B > 6C(1) > [D] > Kanchan > ]D[ > Chun > Staff 2 > Ender (Corner) 5B > 2C > ItsuuA > xx (Her new Itsuu A staple for the corner) -Combos via Different Starters (Normal Moves & Specials) - NOTE: Combos highlighted in RED are Fatal Counters OR Counters (FC / CH) -----Midscreen----- 5A/2A: 2A > 5B[m] > 5C[1] > 3C > 214B[m] > 236A >236B > 214A~B > 6C[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2961 DMG] 5B[m]: 5B[m] > 5C[2] > 3C > 214B[m] > 236A > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3869 DMG] 5B[m] > 2C[m] > 6D[1] > 214B[m] > 236B[e] > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3060 dmg] 6B[m]: CH 6B > j.IAD > j.B > J.A > 5A > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [2.8k dmg][3.8k w/ 6C[1]>Super] CH 6B > j.IAD > j.B > J.C > 5B > 2C > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > Staff 2 > 6C[1] > 623D [3.5k dmg][4.4k with 6C[1]>Super] CH 6B > 6C > 2D > dash j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C > j.236B ]D[ > 236C > 6C[1] > 623D [3.9k dmg] 6C[m]: 6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > 236b > ]D[ > 236C > Staff 2 > 6C[1] > Tsubame [3448 DMG] 6C[m] > 5D > Dash 5B[e] > 2C > 6c[1] > [D] > 5B > >236A > ]D[ > 236C > Staff 2 > 6C[1] > 41236A > Wall Bounce > 6D[1] > Tsubame > 6C[1] > [D] > 6C[2] [3659 DMG] NOTE: 6C[m] > 2D > Dash 6B[e] > 2C > 6C[2] > j.5D > dash j.b > J.C > j.b[m] > dash 5B[m] > 4B > Tsubame [3815 DMG] 6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 2C[m] > Tsubame [3710 DMG] FC 6C > Dash 6C > 2D > Dash 3C > 5D > j.BCB > 214B > 236B > 63214A~B > 6C[1] > 5[D] > 6C ]D[ > j.236B > 236C > Staff 2 > 6C[1] > 623D [4.5k DMG] NOTE: During the "214B > 236B > 63214A~B" part. You should have the opponent in the corner but sometimes the "63214A~B" Hits them the opposite direction if you do it too fast. It doesn't mess with the combo route though. 4D: 4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ > J.236C > Staff 2 > 6C[1] > 623D [3k dmg] 6D: FC 6D > 5D > Dash > j.BCB > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3.5K dmg][4.4K dmg W/ 6c[1] >632146D] J.2D: J.2D > 5B > 3C > 5D > Dash 5B > 6C > Staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.8k dmg] j.2D > 5B > 3C > 5D > 6C[1] > 236C > staff 2 > 214B > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > 623D [2.7k dmg] ----Back to Corner---- 4D: 4D > Dash 5B > 6C[1] > 5D > 3C > 236A > Staff 2 > 214B > 236B > 63214A~B > 6C[1] > [5D] > 6C > J.236B > ]D[ > J.236C > Staff 2 > 6C[1] > 623D [3k dmg] ----Facing the Corner----- 2A: 2A > 5B[m] > 2C > 6D[2] > 6C[2] > 236B > 236C > 5B > 6C > [D] > 6C[2] > ]D[ > 236C > Staff 2 > Tsubame > 6c[1] > [D] > 6C[2] [3K DMG] 2A > 5B[m] > 2C > 4D > 2C > 6C(2) > Hatsu > Chun > 5B > 6C(1) > 5[D] > 6C(2) > ]D[ > Chun > 6C(1) > 623D > 6C(1) > 5[D] > 6C [2.8k dmg] 6A: 6A (w/ 2D set near):6A > 5D > 6C[1] > 236C > 5B[m] > 6D > 6C(1) > 5[D] > 6C(2) > j.236c ]D[ > 4b/6C[1] > 623D [3.2k dmg] 6A (w/ 5D set close to opponent): 6A > 5D >5B > 6B > 5C > 2C(m) > 6D > 6C(1) > 5[D] > 6C(2) > j.236c > ]D[ > 4B/6C > 623D [2.8k dmg] 5B[M]: 5B[m] > 2C > 6D > 236A > 236C > 236B > 43216A~B > 6C[1] > 5[D] > 6C > ]D[ > 236C > 6C > 623D [3.5K DMG] [4.4k with "6C(1) > 632146D" ender] 5B[m] > 2C > Itsuu A > 6D > 214B > 236A > 236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > 236c > 6C[1] > 623D [3.3K dmg / 4.2k with "6C[1] > 632146D" Ender] 6C[m]: FC 6C > dash 6C > 2D > 6C[2] > 236A > 236B > 236C > 5B > 6C > J.236B > 63214A~B > 6C[1] > 5[D] > 6C > ]D[ > Staff 1 > 4B[e] > 623D [5.4K] 4D[m]: 4D[m] > 2C > 6C(1) > 5[D] > 6C > J.236b > ]D[ > 236c > 6C[1] > 623D [2.9k] [3.9k dmg w/ 6C(1) > 63214D) Throw Combos ---------Litchi's Main Universal Throw combo (Ground and Air Throw Possible)--------- B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG] (Adding 6C[1] > 63214D = 3.8K Dmg) This combo works in the Corner/ Midscreen and Back to Corner Only difference is that the ""6C[2] >j236B and j236c" Part of the combo has to be done faster when doing it in the corner. While midscreen, the combo is normal to do , just like in all her main BnBs Ground Throws -----Midscreen----- B+C > Dash 5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG] ----Back to Corner---- B+C > 6D[1] > 214B[m] > 236B > 63214A~B > 6c[1] > [5D] > 6C > ]D[ > 236C > Staff 2 > 6C > 623D [2.7k dmg] (Add this on end for oki + 2.8kdmg:"6C[1] > [5D] > 6C" ----Corner Throws----- B+C > Dash 5B[m] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2981 DMG] Air Throws -----Back to Corner after Air Throw:------- 2B[m] > 6D > 214B[m]> 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [2884 DMG] 2B[m] > 4B > 6Bf > Dash Under > 5B > 4B > 6Bf > 5B[m] > 4B > Tsubame [2578 DMG] [Puts opponent in the Corner] ---Mid-Screen Air Throw:---- 5C[2] > 214B[m] > 236B > 63214A~B > 6c[1] > [D] > 6C[2] > j236B > ]D[ > j236C > Staff 2 > 6C[1] > Tsubame [3102 DMG] [May Side Switch during the 63214A~B but continue the combo as usual] ---Facing the Corner after Air Throw-- OverDrive Combos -----Midscreen----- 6C[m] 6C[m] > 2D > 6B > 2C > 6C[2] > J.D > 6C[1] > 236C > 5B[m] > 6B > ODC > All Green > Dash forward > 632146C [5.7K DMG] ----Back to Corner---- ----Facing the Corner----- Combo / Tech Videos BBCF Litchi Faye Ling Combos By Geroshabu [Part 1] BBCF Litchi Faye Ling Combos By Geroshabu [Part 2] BBCF LITCHI COMBO VIDEO HD : KEY PLUS WORLD By Auredo BBCF LITCHI CMV BY MOLOKHIA BBCF: Litchi Combo (w/ active flow too) By EeveeFly BBCF - Litchi Option Selecting Nine's Wakeup By Uri_Woz BBCF - Litchi: FC 6D Corner Combo by Uri_Woz
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    November 1st, 2016 marks not only the launch of the English localized version of BlazBlue: Central Fiction, but also--coincidentally--2 full years of the premier online anime fighter tournament series! Join us for our 2nd 2v2 with this recently-released game as both BlazBlue and AniClash continue to thrive in these exciting times! The tournament will be taking place, as usual, on our Official Twitch Channel. Registration is currently live on the event's Challonge Page and on Aniclash.com; hope to see you there! Ruleset Double Elimination. Bracket Matches are best of 3, Finals best of 5. Accepted Stage Selections: The new and improved Lessons / Ishana - Silent - / Coliseum - Silent - / Altar / Cathedral - Silent - / Old Gate. If you select the wrong stage, you will be given a warning once, than an automatic loss of one game. Player DQ/Match loss due to inadequate network connection is up to the discretion of the individual TO on hand. Only the loser of the previous game in a set is allowed to switch characters before the next game in that set. Additional Information Bracket is not final until after 7 PM EST. Winner's Bracket will be played out until we're a few rounds deep depending on the size of the tournament, and then we will proceed to the Loser's Bracket. Depending on entrants, all matches in loser's may not be streamed. Attendance and punctuality is a necessity throughout the night. You have approximately 2-3 minutes to be present for your matches when they arrive, or you will be sent to loser's or DQ'ed. Keeping a keen eye on the chat--where the matchups will be posted--and listening to the stream--where they'll be announced--is strongly encouraged to avoid such penalties. Dualboxing on the same PSN account and PS3/4 is not tolerated. One player per console. DQ will be issued if not adhering to this rule.
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    AniClash keeps on trucking with #3 of our First 5 series of BlazBlue: Central Fiction tournaments taking place before the next stage of AniClash's Season 5 evolution begins! The event will take place, as usual, on our Official Twitch Channel, with a friendlies stream for pre-tourney practice starting at approximately 6 PM EST and the festivities beginning proper at 8:10 PM EST this Friday, October 28th! Registration can be found on the tournament's designated challonge page as well as AniClash.com. Hope to see you all there, and make sure you keep locked on all of our AniClash outlets to keep up-to-date with our monumental upcoming series announcements! Official Website Twitter Twitch Challonge
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    With the wonderful success that was our BlazBlue: Central Fiction Launch Week Celebration behind us, AniClash continues with our numbered events! AniClash 46 marks the second in our series of 4 BBCF tournaments taking place before AniClash undergoes yet another evolution! The event will take place, as usual, on our Official Twitch Channel, with a friendlies stream for pre-tourney practice starting at approximately 6 PM EST and the festivities beginning proper at 8:10 PM EST this Friday, October 21st! Registration can be found on the tournament's designated challonge page as well as AniClash.com. Hope to see you all there!
  13. There will be a 100$ pot bonus for each game at this monthly! Test your skill for cash! VGA Arcade in Collin Creek Mall811 N. Central Expressway, Plano, TX The Games: The event will be held from 2pm to 10pm, the tournament starts at 3pm. 1) Blazblue Central Fiction @ 3pm2) Guilty Gear Xrd Revelator @ 5pm Challonge Brackets: https://versusgameplay.challonge.com/ The games will be streamed at: https://www.twitch.tv/versusgameplay All games will be run on PS4's. 10$ venue fee, 5$ entry for each game If you have any questions please feel free to PM @dive-slam or myself here on Dustloop! We hope to see you there~ Event page on Facebook for more details: https://www.facebook.com/events/888260254640209/ https://www.facebook.com/events/1310146435676052/?notif_t=plan_user_associated&notif_id=1476029717525641
  14. Welcome Ladies and Gentlemen to the Izanami General Thread! Let's begin by posting the info we've collected thus far on the character!
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    The final event of AniClash's BlazBlue: Central Fiction Launch Week Celebration arrives! Join us for our first numbered AniClash event for the brand new entry; it's sure to serve yet another heaping helping of intense Central Fiction action! Registration is live on the event's Official Challonge Page as well as on our own Official Website. The stream will be going live at approximately 6 PM EST for a friendlies stream; stop by for some pre-tournament discussion and causal matches if you're so inclined. At 8:10 PM EST the festivities commence, the beginning of the end of one of the biggest period in the history of the AniClash series, and the continuation of a brand new age of competition. All the action will, as usual, go down on our Official Twitch Stream. Hope to see you there!
  16. (This Thread has been changed to the "BBCF: Litchi Faye Ling - Gameplay Discussion" thread) *Note* - When browsing the these forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Gameplay Discussion Only Remember to keep the discussion strictly game-play related. Feel free to discuss Match Videos, Combos, Mix-ups, Strategies, etc. If you have a question or are unsure about something, please look on the wiki first. Her page can be found Here - Before asking And Please remember its a new update ~ Try not to make any final conclusions until there is more information available ~ Thanks EDIT: Blazblue CentralFiction is out in Arcades! This thread will be used to report and paste any findings you have found around the internet about Miss Litchi that you want to discuss~ That may be: Notes or Feedback from Japanese players Gameplay discoveries / New setups / Combo ideas / Anything you wish to know more about but don't understand etc Discussions on her changes / new moves / frame data Videos posted to discuss changes, you may wish to share with people in order to possibly ask a question or talk about theories. (but please be reasonable and avoid wishful thinking like "I hope she gets S tier / Is she worth using anymore? / I hope she gets back [X] so we can] Discuss. (And as Uri said "Please keep the discussions civil, and don't spam the thread with doomsday nonsense.")
  17. Hot off the heels of our first BlazBlue: Central Fiction Launch Tournament, AniClash will return for another go-round of the newly released entry and the 2nd day of our BBCF Launch Week Celebration! Get ready to hunker down with this all-day event! The festivities will commence at 12:00 PM EST with an open lobby to be streamed at our Official Twitch Channel ; swing by for casual matches and community discussion with the rest of the wonderful and welcoming AniClash community. At 3PM EST, the first official event of the day will begin: the Season 5 premiere of the Iron Man format(the rules and regulations of which can be found here), an exciting semi-casual tournament type that welcomes freeform registration and a more lax environment than an our usual tournaments will maintaining an intense competitive edge. Finally, not long after the end of our Iron Man event, at 7PM EST our 2nd standard 1v1 tournament for Central Fiction will commence and continue into the night! All 3 are events you most definitely will not want to miss! Registration and rules for the Iron Man and 1v1 Tournaments are live now on Challonge and are also available--with special bonuses--on our Official AniClash Website. Hope to see you there, and keep an eye out for the rest of our BBCF Launch Week Celebration events!
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    Join the premier online anime fighter tournament series as we celebrate the release of BlazBlue: Central Fiction! If you're importing CF or purchasing it through PSN upon release, don't miss AniClash's first ever event with the latest entry in the BlazBlue series! This tournament marks only the first of 5 different full-fledged events AniClash is holding throughout the week of October 7th to October 14th to celebrate Central Fiction's release; click here to read up on all of the other competitions planned and don't miss out on a single second of our BlazBlue: CF Launch Week Celebration! Registration and rules can be found on our dedicated Challonge Page, whilst the event itself will be streamed on our official twitch channel beginning at 8:10 PM EST, this October 7th. Hope to see you there!
  19. Hello everyone! I'm excited to see such an interest in general in BBCF and also the interest that this team tournament has pulled so it's really coming together! This thread is going to be for signing up for the 3v3 early. I'm going to take late registrations for teams on site when GG teams starts, but it would be helpful for me to get a total head count and save you a bit of trouble as well. Also if you don't have a team, and want to find one, I will help you out here! @TheIceyglaceon, @ExiaREPAIR_, and @MastercrashMD will be helping me run the event so please don't give them trouble! When and Where Event will be in the venue of CEOTAKU! 8001 International Dr, Orlando, FL 32819 Grand Ballroom! Starting at 9 Pm on Friday, September 30th. The event will be being streamed by @Jyosua at: Twitch.tv/jyosua Tournament Rules --Format is 3v3 and all teams should have 3 members --Single Elimination Bracket -No same characters per team -No unlimited characters -Character locked during registration How to enter! To enter the tournament it will be 15 per team, or 5 per person however you want to look at it. I won't be taking money until the event itself. The plan is that I'll be at the event ballroom around 7:30 taking sign ups, but you can also let me know in this thread ahead of time to make things flow easier. Registration Info: Tournament will be capped at 32 teams!!!!! Team Name: Player Names: Characters: Twitter: (Optional) Just post this information in this thread and I'll be keeping a log of all the entrants here: https://docs.google.com/spreadsheets/d/1eL4rdJw_-dG_bkK9DOwhISs6mpqzUZ8f__BH66ets7w/edit#gid=0 What if I don't have a team?!?! Please don't worry! just fill this out please! Player Name: Character: Twitter: (Optional) If you fill this out I'll update the front page here with your information to make it easy for others to find you who are looking for a team as well! Players looking for a team: @DasDanke playing Kagura Special Thanks! I want to thank @CEO Jebailey for giving me the chance to run this event!
  20. Kagura vs. Ragna Kagura vs. Ragna Kagura vs. Izanami Kagura vs. Lambda Kagura vs. Jin Kagura vs. Naoto Kagura vs. Izayoi Kagura vs. Azrael/Haku/Azrael/Makoto Kagura vs. Kagura Kagura vs. Azrael Kagura vs. Celica Kagura vs. Izanami/Hakumen/Lambda Kagura vs. Valkenhayn/Haku Kagura vs. Hakumen/Kagura/Lambda/Azrael Kagura vs. Hakumen/Lambda/Azrael Kagura vs. Hazama Kagura vs Azrael Kagura vs Hazama
  21. This is the BBCF Izanami Video Thread. Found a cool game-play video? Wanna share that awesome combo vid? Link it here and discuss!
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    http://bit.ly/24wn9dH
  23. When: May 22nd Game: BlazBlue Central Fiction Stream link: http://www.twitch.tv/jyosua Where: Round 1 PHM (Puente Hills Mall) http://www.round1usa.com/location/puente-hills-mall/ Time: 2pm format: 2v2 (same characters on a team allowed) (character lock) This Tournament is Waseda style. You will designate a team order on a per match basis. Player A from one team plays player A from another team, the respective player B's then play. If both players from the same team win, the match is over. If each team has 1 win, the winners will play to determine the winner of the match. Matches are 1 game, if you lose you better hope your teammate wins 2/3 is simulated by the Waseda format. entry: $10 entry fee (per team), $5 venue fee (cabs will be put on freeplay during the tournament) Rules: capped at 64 entrys double elim event mode enabled 2/3 rounds 70/20/10 split for 1st, 2nd, 3rd specials prizes will also be givin out during the event more info on that as the date gets closer. Still waiting for a special something to come through this month that will be added on to the event but if it doesn't come in time i'll be running a BBCF SINGLES TOURNAMENT AS WELL
  24. When: Feb. 20th Game: BlazBlue Central Fiction Stream link: http://www.twitch.tv/jyosua Where: Round 1 PHM (Puente Hills Mall) http://www.round1usa.com/location/puente-hills-mall/ Time: 1pm entry: $5 entry fee, $5 venue fee (cabs will be put on freeplay during the tournament) Rules: capped at 64 entrys double elimm event mode enabled 2/3 rounds 2/3 matches 3/5 for winner's finals, loser's finals, and grand finals 70/20/10 split for 1st, 2nd, 3rd will also be giving out special School of Ragnarok nesica stickers for people participating in the tournament.
  25. until
    http://bit.ly/208dxlg