Official Battle Fantasia thread - OUT NOW on XB360

NEW UPDATED INFO

Copied from my Dustloop post:

People continue to fear Ashely mixups that lead into strong combos… Sure, he has j2C, and 623B which is safe on block, but the one thing that makes them weak is the fact that they’re moves that hit only once… The same thing goes for jB. Tons of Ashley players do it, but no one ever takes the time to stop them. A simple gachi attempt allows you to not only stop the move in its tracks, but you can possibly convert that into a strong g-counter move. Below is a list of the things that each character can do against these jump-ins that Ashely players abuse constantly.

Note: I don’t recommend doing a 6G, and here’s the explanation behind that. Ashley can easily do j.2C like a madman. What makes it even more dangerous is that there is a chance that this move can force a “safe gachi” scenario in where you can 6G the move, but because it’s so low to the ground, and Ashley having the frame advantage (at least +1), he can land and block in enough time before the full 6G animation completes, putting you in a punishable position. This still isn’t a reason to fear this setup. Ashley players can spam this move as long as they want. Just keep an eye out on how low this move is done, and you can use the options listed to punish.

Most players can easily get overwhelmed by Ashley’s speed and mixup potential which reminds me of the threat that Gallon/Talbain poses in VSav. Trust me, Ashley is beatable!!! I’ve seen the whole cast take out Ashley, even Watson and Olivia players.

Anyway, here’s the list:

Urs:

 - 5A: As simple as this move is, it is very essential in Urs' close up game. After a good 5G, Urs can easily go into this fast move that allows him to utilize his fireball game, or just simply dash in and throw.

 - 2C: This is probably the quickest response after a successful 5G. The plus side is that you can use 2C~236A/C as a frame trap.

 - 623A/C: Does more damage, and pushes opponent to the corner more than 2C, but you lose out on oki options. If the opponent techs, they create a bigger gap, but that can be fixed with just dashing in. If desired, Urs can Heat buffer 623A/C and force a hard knockdown.

 - 236236B/D: If Urs 5Gs Ashley's j2C low enough, Urs can do massive damage with this super.

Marco:

 - 2C: Marco's 2C works different than Urs' 2C, in that the hit box and applications vary. Whereas Urs can go into fireball traps from close range, Marco can use his 2C to AA and then go for mixups instead. From my personal experience, his fireballs are a bit too fast to force a fireball trap (maybe 236A would work depending on the distance). Instead, doing 214[B/D] or not canceling the move out and letting it hit might fair out to be useful vs Ashley. If Marco is in Heat Mode, then his mixup potential increases with 236A/C and 236B/D. Ashley's only real AA options are 5A, 5C, and a very range-dependant 5D-- none of these are going to necessarily stop Marco's dragon mixups.

 - c.5C: Marco's headbutt, if close, can do a somewhat substantial amount of damage. This move does not produce a knockdown at all, so expect Ashley to either face a mixup, or for him to attempt restoring that lost momentum with his own rushdown.

 - 623A/C: Marco's dps prove to be just as good as Urs'. I'd only recommend using 623A, as he recovers faster, and mixups can be applied shortly afterwards.

 - Any super: Both of Marco's supers provide some form of AA for him. I personally prefer 236236B/D, as it has a better chance of hitting completely since it's only 2 hits, and eliminates the chance of Ashley teching due to some whiffed attacks.

Cedric:

 ***Note: Cedric doesn't necessarily have to rely on 5G alone vs Ashley. If he has meter, 236236B/D can be used.***

 - 2C: This works like Marco's 2C, except it has a wider hitbox, and Cedric can't really cancel into anything from this move. The plus side to this is that Ashley would be forced to deal with an upcoming fireball, giving Cedric many A2A or AA options. There are ground options as well, which include gachi baits, where if Ashley gachis a fireball, Cedric is still in range for a 5C to connect, or he can just get in close, and disrupt future gachi attempts with 236236A/C. Any of these situations give Cedric the chance to also rely on his super counter 236236B/D.

 - 5C: This does everything that 2C does, except its slightly slower, but gives Cedric better (read quicker) fireball options.

 - [2]8B/D: The good ole' flash kick. There's really not much that needs to be said here. Just keep in mind the charge timing after doing a standing 5G.

 - 236236A/C: This super can actually push the opponent to the corner depending on the distance. Cedric would have to dash a bit to close the gap and apply pressure.

Ashley:

 - 5A: An easy answer to a somewhat easy gachi. This can put you in position to attempt 214B/D, or dash in for the other command grab.

 - 5C: This is actually better than 5A in terms of damage. Ashley somewhat loses out in mixup potential unlike 5A, but he still has strong options afterward...

 - 5D: Works the same way that 5C does, except the hitbox is bigger.

 - 236236B/D: Easy damage. Don't worry about losing meter, as you can build it right back up.

 -Heat Mode combo: If you guess right, Ashley can 5G~Heat and do the "236A, 236B, 236C" combo. Depending on how low "enemy Ashley" is after getting 5G'd may force you to modify the combo a bit (i.e. Heat, 236B, j.236B, land, 236A, etc").

Olivia:

 - c.5C: This move doesn't really give many great options, but the damage is good enough to mention.

 - 5C: Same thing applies here. Nothing really special other than damage.

 - 5D: Using this move actually pops the opponent high enough for Olivia to dash in and attempt command grab setups. This by far is her best option.

 -623A/C: Space dependent, but still worth it at times. You have better moves which produce better results though.

 -214214A/C: Decent damage. That's about it...

Watson:

 - 2C: Watson can use this in conjunction with bear traps or fireballs if he's at least level 2 or 3. This also helps him level up.

 - 236236A/C: Quick and easy damage. Doesn't produce any real oki options though.

 - 2369B/D: If you're quick enough, you can TK the j.236B/D and force a knockdown with the D version. 
 - 2147B/D*: I'm in the process of testing this out, but if 2369B/D can work, this might as well, giving Watson the ability to force position changing--- This will help Watson get out of corners easily. 

Freed:

 - 5A: Freed actually benefits from this simply becuase of his playstyle, especially when he's in Heat Mode, as his mixups becomes ridiculous at that point.

 - [2]8A/C: Quick and easy damage but no real mixup potential.

 - [4]6A/C: Range dependent punish, but it has some uses.

 - Any super: Any of Freed's supers make great punishes. His 236236B/D is the best option in my personal opinion.

Donvalve:

 -5A: Decent punish, but no real momentum gained from this. 5C or 2C can be used afterwards to push to the corner, or you can reset for the 236236B/D setup. 

 -4C: Guile uppercut. Need I say more.

 -5D: Donvalve's "hip thrust" move can be cancelled into either 41236B (hammer) or 412363D (grab). His hammer attack is great against players that like to jump back, or if Ashley decides to 623B/D after landing in this particular situation.

 -236236B/D: Air grab... Best and only AA grab that does massive damage. Doesn't count as a g-counter move though.

Coyori:

 -5A: Coyori's 5A isn't as great as some of the other characters in terms of strength, but given her moveset, she has great opportunities to start her mixup game, which is where she shines.

 -623B/D: Easy shoryuken move. Use the 6D follow up to force a hard knockdown.

 -236236B/D: Same concept as 623B/D, but mash B and D to get extra hits.

Face:

 -5A: Same concept as Freed's 5A. 

 -c.5C: This normal is good because unlike 5A, c.5C can go into rekkas (and rekka cancel). 

 -2C: Works as a good AA that allows cancelling into specials

 -623B/D: TEXAS KNEE!!! The D version does a hard knockdown, and has a shorter distance (and an apparently shorter hitbox than the B version).

 -236236A/C: Wilderness Cannon can close out the match quickly in this scenario, as it does a good load of damage on g-counter. I would use this over Face's 236236B/D super, as that one tends to miss 50% if not all of the hits. Plus the recovery isn't too great imo.

Deathbringer:

 -5A: Another universal tool most characters have as an option after 5G'ing Ashley's j2C.

 -5C: Good due to range. A bit slower than 5A, but compensates with more damage, which is what you want. Pushes farther back, too.

 -6C: Forces knockdown, and gives Deathbringer a chance to charge.

 -5D: Again, good in terms of range. The great thing about it is that this move pushes the opponent quite far. Loses in oki, but can charge to strengthen specials.

 -623A/C: Great damage. If Deathbringer is charged, he can cancel into his super. Not sure if it can combo at this point, but I will be testing this.

Odile&Dokurod:

  ***She's literally the same as Olivia, except you can jump and do her air super (j236236B/D). Jump buffering is required for the super to be effective. There might be a chance that 214B/D would work as another option, which would be good for position changing. 

This is all subject to get more info added to, so stay tuned.

I wish more fighter were simple to play like Battle fantasia. their only handful of game that play like this and most are just ignore nfor what ever reason. Im glade yata getting some attention but this bit of bitterness as prople only playing yatat due to how closely it resemble 3s…which is another horrible game.

For what it’s worth, this game is similar to 3S and SF4, with its own added mechanics… It would be nice for people of those scenes to recognize that and give the game an honest shot…

Soem how I can;t really see it. I mean gatchi is sort similar to parry but then 3s not the only game to have parry mechanics.

Reason I mention yata as similar to 3s, outside of obvious character detail and animation. most of game play emulates 3s to the core with the exception of character having access to all super and universal meter system. With their own Unblockable attack being its only semi unique mechanic. Yata even as universal overheads with game like BF and akastuki lacks.

I think gachi is the next step in fighters with parries imo, and the game is very closely related to 3S. Let me further explain why:

Let’s take a game like MOW (Garou Mark of the Wolves) for instance. There’s a “parry” system in that game, we all know as Just Defend. The difference between this and the parry system in 3S is that in MOW there’s no real 50/50 chance of you hurting for using JD wrong. Instead, you just simply block, and lose a bit of life as opposed to gain life (please correct me if I’m wrong expert MOWers). This parry mechanic is clearly different than that of BF. No life is gained, you have a button to press rather than timing a successful block. The only real similarity is the advantage you have when you successfully JD in MOW or gachi in BF.

3S and BF I believe are extremely similar, due to the fact that the game is more centered around “Tachimawari” essentially “movement”. The parry system works in the same way, except whereas in 3S you have things like Red Parries, in BF you have the 2 different gachi drives (high and low).

BF to some extend might not have a UOH as in 3S, but a majority of the cast does indeed have a command normal that functions like one (frame data and all). I think Marco’s command normal functions a bit different because it hits low. Freed doesn’t have a command normal, but his close normal attacks hit overhead (I just can’t remember which one). He also has a special that hit’s overhead as well-- in fact, it’s a very good combo starter in Heat Mode.

I wouldn’t go as far to call MOW Just Defend a parry mechanics but more of alternate/ reinforce guard. For starters JD in Garou only allow gaurd cancel as a options, while Gachi being free cancel usually allows both movement and any attack options. Also note that parry usually puts its opponent in some vulnerable state with either prolonging stun or limiting their options. While JD doesn’t really cause anything to the opponent except be at risk of retaliation from the JD user.

Also note note how each handle certain situation I think the easiest one to review is meaty/ multi hitting projectiles. JD has much to gain from these while parrying expose the player. Because JD is still considering guarding, their little to no repercussion from this scenario, how ever with parry this situation winds up exposing the user due to how gachi/parry normally consider the player in neutral exposing them to potential unblokable set ups. I think frame trap does the same thing.

In the these mechanics are strong defense mechanics that’ll reward the player for using them,one more substantial (Just defend) while the other more definitive (Parry/gachi). Both put the aggressor at risk, how ever one still allows option for retaliation when the situation occurs (just defend), while the other has little to no options (parry).

I was merely referring to JD as a parry, even though functionality-wise, it’s not. It does have some of the benefits a 3S parry does, but it is essentially not a parry. I used that to explain the whole risk/reward factor, but perhaps I should have used Samsho II’s parry instead. You are right though about JD being an alternate form of guarding.

The only real movement options from a successful gachi is from the drive. Once you goto neutral state you are free to move about as you please. It’s not as quick as most people think. You do have the ability to strike first though, but again, you aren’t always granted a free hit because some attacks you can’t counter even if you gachi right away. Characters like Cedric can use that to his advantage and throw out something like his counter super 236236B/D.

You do have options in 3S after a successful parry. What you do afterwards, and whether or not its effective are two questions the player must think about when attempting to counter. The same questions apply to BF players and their mindset. The thing about the options though is that the player depending on the character they play, can take a massive gamble and perform a gachi drive to work towards a high damage combo with or without heat mode. They could also take the easy route and simply do a special/super. I, being a Donvalve main, would typically take the quickest approach and do a command grab, since it allows me to push the opponent to the corner (or close to it) for free and I get to do mixups afterwards. If I’m not quite sure, I can always activate heat then do the special/super for the armor boost. I might not always want to do that, so I can just simply gachi and see what my opponent is going to do afterwards then counter. I could also just go into heat mode and block/option select to put fear in my opponent since people tend to run away in fear of a faster and easier 6C command grab.

There are quite a few nuances that BF has that do make it similar to 3S. Some tidbits aren’t an exact photocopy of the mechanics per sé, but the tidbits are definitely there-- well, minus the race to build meter with normals.

Updated “Anti Ashley j.2C” info a few post 7 post above this one

EDIT: So for whatever reason I am unable to post below— either that, or I have made a triple post that hasn’t revealed itself to me yet, but in any event, here’s the extra info I’ve been trying to put down…

The tier related info I got form this site:

(Kinda) New Battle Fantasia Tier List - as of 2013

This is based off the Nesica version which is basically the console version…

S: Face, Ashley
A: Freed, Cedric, Coyori
B: Marco, Deathbringer, Dovalve
C: Olivia, Watson, Odile, Urs

I don’t totally agree with this tier list, as I feel Cedric is at the minimum A+, and Watson is definitely stronger than Donvalve, but this is my opinion…

Oh yeah, here’s the link: http://seesaawiki.jp/w/fujipyon/d/������������
It’s in Japanese

Here’s the matchup chart…

**    FA	AS	FR	CE	CO	MA	DE	DO	OL	WA	OD	UR    TOTAL**

FA ★ 5.5 6.0 5.5 6.0 5.5 5.5 6.0 5.5 6.0 6.0 6.0 63.5
AS 4.5 ★ 5.0 6.0 5.5 6.0 6.5 4.5 6.0 6.0 6.0 5.5 61.5
FR 4.0 5.0 ★ 4.5 5.0 4.5 7.0 5.0 6.0 5.0 7.0 5.5 58.5
CE 4.5 4.0 5.5 ★ 5.0 5.5 5.0 5.5 6.0 6.0 6.0 5.5 58.5
CO 4.0 4.5 5.0 5.0 ★ 5.5 6.0 5.5 5.0 5.5 5.5 6.0 57.5
MA 4.5 4.0 5.5 4.5 4.5 ★ 4.0 5.0 5.0 6.0 5.5 5.5 54.0
DE 4.5 3.5 3.0 5.0 4.0 6.0 ★ 6.0 6.0 4.5 5.5 6.0 54.0
DO 4.0 5.5 5.0 4.5 4.5 5.0 4.0 ★ 6.0 4.5 4.5 6.0 53.5
OL 4.5 4.0 4.0 4.0 5.0 5.0 4.0 4.0 ★ 6.0 5.5 5.0 51.0
WA 4.0 4.0 5.0 4.0 4.5 4.0 5.5 5.5 4.0 ★ 3.5 6.0 50.0
OD 4.0 4.0 3.0 4.0 4.5 4.5 4.5 5.5 4.5 6.5 ★ 4.5 49.5
UR 4.0 4.5 4.5 4.5 4.0 4.5 4.0 4.0 5.0 4.0 5.5 ★ 48.5

Coming to Steam.

The lifebars confirm it.

I dont blame people for gettting mad at ASW for hyping this but damn why people bashing battle fantasia. its one thing to gripe about marketing that was more or less misleading ( im battle fantasia fan and even I wouldn’t made it my 1st). But its another to discredit battle fantasia itself when the game has done nothing wrong but fall into obscurity.

Wondering if this is coming at good time with Yatagarasu right around the corner. Both Game are known for being compare to SF3s.

They’re mad because ASW is announcing something that isn’t Xrd. That’s about it.

Also, BF is as close to 3S as MvC3 is to ST. The game is crazy different, anyone comparing it to 3S probably hasn’t played it much.

Admitly I made the comparison in my past. ( with regrets since I find these game much higher quality SF3s) A good portion of this notion came from the heavy footsie gameplay, Parry/ gatchi function and few other similarities. Its poor a comparison admittedly.

yo.

Can;t wait to play my one true love “Princess Olivia” . Arc thanks for bting this game to pc. Just improve that netcode and were golden.

This is actually really nice. FYI the game had 3 iterations, with character balance and stuff: Arcade->Console->NESiCA. The Steam version is porting the NESiCA version which we could never play outside of Japan until now. It’s not the same version you’ve been playing on console!
Guide
dustloop.com/guides/batfan/notate.php
Tier list and matchup chart
dustloop.com/forums/index.php/topic/722-battle-fantasia-combos-strategy-discussion/page-18#entry843680
Match videos
https://www.youtube.com/user/DoaGHThaDOJO/search?query=%E3%83%90%E3%83%88%E3%83%AB%E3%83%95%E3%82%A1%E3%83%B3%E3%82%BF%E3%82%B8%E3%82%A2

I remember not liking this game when it initially came out but I’m willing to give it a second chance. I’ll buy it when it drops.

Too bad the netplay will be hot doo doo :confused:

Dustloop post dump

I’ve been playing the Revised version a bit. I will admit that this version does need a performance patch, which from what I’m told is in the works… I doubt that there will ever be a netcode patch either, but that’s another story altogether…

I managed to do some testing and in all honesty, frame data seems to be the same. Olivia got nerfed sorta. So her infamous “unblockable” setup in Heat Up is no longer a possibility. The timing in the bird attacks vary enough for anyone to either jump or Gachi out of it. In some cases, you can Gachi Drive as opposed to Gachi Match the unblockable.

Also, in previous versions, during a High Gachi Drive, Olivia could juggle after landing her 214214A/C super. The opponent had to be high enough so that the last hit of the super wouldn’t connect. Now, it doesn’t matter how high they are, Olivia will still get the last hit, and strike that finishing pose rather than whiffing and going back into neutral.

I’m still going to be testing whatever I can, but I’ve sadly been sticking to the ps3 version of the game, since Revised doesn’t perform too great on my laptop…

Oh, here’s a Newbie Primer for those interested: http://t.co/PnnmyMLgXx. I plan to do something that’s more in depth and in video form, so stay tuned. Shout outs to NovrilTataki for the support.