Ps4 bbcf jubei not downloading






















BlazBlue Cross Tag Battle 1. Persona 4 Arena Ultimax. Classic Lessons. Dark green Lessons. Night Altar. Night Adventus. Green Screen Lessons. Void Lessons. BBCT-era themes. Smooth Criminal theme. Cold Cinematic shaders. Naoto dash trail fix. Hazama's dark green trail mod. Hazama's old AH winpose mod. Individual legacy palettes. Guilty Gear. The King of Fighters. Touhou Project. Hyperdimenison Neptunia. Fire Emblem. Sonic the Hedgehog. Mega Man.

JoJo's Bizarre Adventure. My Hero Academia. Dragon Ball. Doki Doki Literature Club. Sword Art Online. Kantai Collection. League of Legends. Wadanohara and the Great Blue Sea. Mekakucity Actors.

Christmas And much more! How to apply a palette using Hipster? Character name reference. This pack includes:. Stages are located in. Lessons stage customized with dark green tone resembling of the snake family. Stages to replace should be located in. Made by: Satreas.

This mod changes Altar stage to look like it's at night. This mod changes Adventus stage to look like it's at night. Modified Lessons for video editing and memes. Modified "void" Lessons without any backgrounds replaces the original Lessons stage. Might help for some in online if you're having lag issues. Done by: Rouzel. Done by: Rouzel and SegGel Have Smooth Fun! BGM to replace is located here. A can easily be mashed into itself when performed high enough.

As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents.

Since crouching hurtboxes vary, when j. A is used as an instant overhead several characters will be hit by only the first hit of j. A requiring A angled downwards to confirm off of while on some both hits will completely whiff. Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than j.

Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required. Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits.

While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal. Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both j. A and j. B so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use j.

A for such situations. Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.

While not the best for confirms, its speed matches j. B's and it has even more horizontal reach than j. C while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it. A good analogue to this move would be Hibiki's j. C as their function and hitbox is very similar.

The biggest difference between the two however is in their active frames 3 versus 6. As a result of this and other differences, Hibiki's j. C is a strong general use tool while Jubei's j. Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past he is considered grounded throughout this move.

Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames. Depending on if 5D hits or is blocked, the length that 5D travels varies.

On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.

With meter 5D can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to.

However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as 6C, dash j. A, dash crossup, etc. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation. Travels at a fairly steep angle compared to j. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent.

As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. When following up on block with a rapid cancel, due to j.

D's long active frames immediate attacks are granted crossup protection. Travels further horizontally than j. D, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost or reward of positioning on block.

With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one.

If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases.

To use, press D and then immediately press the specified direction and button to use the listed attack pattern. In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, generally the D versions gets used the most for consistency.

It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do. Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however. Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.

Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options.

Essentially the exact same as forward throw with the main difference being side-swap. Somewhat pointless for crushing guards given that [C] exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.

Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The A version has Jubei slashing 5 times and slamming the opponent down. Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes.

Learn to catch roll techs after ending combos with A to keep the pressure up and build heat so you can install and use the better version of this move. Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular A. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups.

Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure. While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it.

If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a 5B or dash 2B for an easy combo conversion!

As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery. Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into C, j.

As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.

Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into C saves time that makes up for C's high startup. Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place.

Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward. While a low, as Jubei's overhead options later in strings are a little lacking and B itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool.

A as a quick instant overhead. Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible.

However, on hit it can distortion cancel into A, allowing Jubei to both combo and power up off a safe opener. On block, going for A after leaves a 5 frame gap that many characters cannot exploit. When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.

While j. During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded.

Strictly a combo tool due to how unsafe it is. By your hands. After the battle against Izanami, the characters regained their memories and continue to go after Noel for she is the one denying all of those entitled their wishes. Being the Master Unit's core, she is guarded by secret gate of the gods after being forcefully separated from Mu. However, Ragna and those who are close to her decide to protect her. BlazBlue: Central Fiction. The fourth and final main installment of the BlazBlue series of fighting games.

Summary Images Similar Games Comments. In addition, the duration of each Overdrive is no longer based on the character chosen with all characters having seconds based on the remaining health and whether or not it was cancelled into. Both allow the standard Type-A and Type-B configurations, but Stylish Type now adds a fifth "SP" button used for special moves dependent on joystick direction and Distortion Drives when combined with an attack button.

Much of the Stylish mechanics from the previous game, such as Barrier auto-guards, return in that Type. A new type of super move is added, known as the Exceed Accel. It does not consume any of the Heat Gauge to perform, but prematurely ends Overdrive mode. When the player is playing "aggressively" such as constantly attacking or activating Overdrive , they are put into a new state known as Active Flow.

The opposite of the Negative Penalty status, characters in Active Flow have increased damage output and increased Burst Gauge recovery while improving both Overdrive and Exceed Accel.

Characters can only activate this state once per round, and performing a Break Burst disables the state for the remainder of the round. Characters All characters from BlazBlue: Chrono Phantasma Extend return, along with four new characters two of which were time-locked in the arcade version, followed by four additional characters in the console version some of which were DLC , all of which were brought back to the arcade version in a later update for a total of 36 characters.

His Drive, "Double Chase", allows him to use a shadow clone of himself as a distraction while attacking. Naoto Kurogane - A high-schooler from an alternate universe who possesses a special power known as the "Hunter's Eye" which allows him to quantify the strength of a persons lifeforce by looking at them. He is the main protagonist of the spin-off Bloodedge Experience light novel and fights using martial arts.



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