Jump to content
Dustloop Forums

BlazBlue Central Fiction 2.0 Patch Notes


KayEff

With the announcement of Jubei, BlazBlue is also officially getting a new patch, which is dubbed Central Fiction 2.0. Much like with Guilty Gear Rev 2, Arc System Works has compiled all of the major changes with every character into a .pdf file located in this link. You might already be aware that this file is entirely in Japanese, so members of the BlazBlue community have banded together to translate these changes all throughout Twitter. The changes have been compiled into a single Google document, which can be accessed here: https://docs.google.com/document/d/1sQpDd_HQRLYoVE5pLHDhvKcUzMjdbJtKajc-mV8J_1U/edit

Special thanks to the following translators:

  • @HiagoXYZ
  • @RideTheIcening
  • @superscience890
  • @kasouinshelter
  • @gookie_monster
  • @vlionmagnusv
  • @vibratingsheep
  • @orochifame96
  • @kikered
  • @iw2ma
  • @onizato_1
  • @greatfernman

Edited by KayEff


  Report Article



User Feedback

Recommended Comments

solidscheme

Posted

Give Susanoo another low-hitting attack (2A)!

I'm liking the patch, but I wish Guard cancel Overdrives would leave. I also don't like Active Flow activating from just going into Overdrive. There's supposed to be a risk/reward part to using such a resource. 

Quinn197

Posted

Clicking the link gives me a "Sorry, the file you have requested does not exist" error.

KayEff

Posted

8 hours ago, Quinn197 said:

Clicking the link gives me a "Sorry, the file you have requested does not exist" error.

link has been fixed, sorry for the inconvenience.

Arcus Diabolus

Posted

Sort of wish we got actual numerical details about each change. A lot of the changes sound really nice, but probably won't mean much if the changes are really small, so the patch notes as written are particularly vague. 

That said, Noel's body invul on 4D from 1F and jump cancel-able 6As on block is super welcome. 

solidscheme

Posted

On 7/23/2017 at 6:05 PM, Arcus Diabolus said:

Sort of wish we got actual numerical details about each change. A lot of the changes sound really nice, but probably won't mean much if the changes are really small, so the patch notes as written are particularly vague. 

That said, Noel's body invul on 4D from 1F and jump cancel-able 6As on block is super welcome. 

Yeah. No idea WHY these changes (or no changes) were made.

Chitsuki-Sakura

Posted

Has it been figured out how unsafe EAs are on block now? Are you punishable or simply lose your turn?



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
  • Posts

    • Hurtbox extensions can happen after active frames, which is why I mentioned may actually whiffing 5H here. We only upload active frame hitboxes on dustloop generally.
    • Boston Blue Beat: Beach Episode 2026 was a super sick tournament! Here's the Top 8 if you missed it: https://x.com/BostonBlueBeat/status/2078917825465331972 And you can also watch those matches on Replay Theater, which has recently added Sailor Moon S as a game! We're currently moving through the backlog of events and adding them slowly, but there's already a bunch of timestamped matches for each character from many different levels of play. In other news, HeatXD's BSNES fork has an update that does away with port forwarding and now utilizes his Weyvelength lobbies, making it much easier to connect to people. Check it out here - https://github.com/HeatXD/bsnes-netplay/releases If you're interested in using it to netplay Sailor Moon S or any other SNES games, the Moonlight Fight Society discord is a great place to find matches!  
    • Normal.mp4 There is this combo I've been doing for a while now. Normally it looks like this because I usually if not every time do it from point blank range. I randomly set the setting to close range instead and then I sometimes but not always got this other result where the combo ends on the opposite side that I start it from.   SideSwap.mp4   I feel that this would actually be good if I could do it on command since it would let me do a the full combo while also picking what side I end on. But alas I can't figure out how to do that. Any feedback would be appreciated.  
    • How about choosing between XXAC+R or XRD Rev2? Which game is more interesting or more beneficial to fundamentals?
    • I don't have the mod unfortunately (and I'm not really comfortable with installing one).   I'm looking at the boxes for 6H here (https://www.dustloop.com/w/GGST/May) and it seems her hurtbox (the teal boxes) doesn't extend past the edge of her outstretched hand. Looking at Ky's 5P hitbox (https://www.dustloop.com/w/GGST/Ky_Kiske), it seems like that wouldn't extend past his fingertips (the red boxes). I'm in training mode now, and there isn't any way for Ky's fingertips to come even close to May's outstretched hand in this scenario, yet the punish damage still happens.   The only way how that can still occur and the wiki also be correct is if May's hurtbox stays by her fingertips during active frames, but somehow grows to an enormous size encompassing her entire anchor on whiff. Is this what you mean by "extended" hurtbox? How would I be able to tell when / how / whether a hurtbox has been extended? (I don't see anything in the wiki regarding character-specific extended hurtboxes for character-specific movesets)   I'm confused... what am I missing here?   EDIT: I found a very old version of her hurtbox dating back to June 2021 where it DOES cover the entire anchor. I see that this was changed back in Oct 2024 so that should be old info, but if GGST 2.0 somehow reverted back to the ancient hurtboxes then that could explain what I'm seeing (https://www.dustloop.com/w/File:GGST_May_6H-2-Hitbox.png). That would be a crazy oversight though, as I'm not seeing this in any of the official patch notes. I doubt that's the case.
×
×
  • Create New...