BlazBlue - GuiltyGear's next gen cousin

It still has oki, its just much weaker. Also the nature of throwing is very different. You can throw while the opponent is in hitstun or guardstun, but there is a 15 frame throw break window instead of the normal 10. You cannot break a counter hit throw. If you hit the throw break command more than once in the window it fails to prevent mashing when expecting a throw.
 
I don't see how playing it would alter his opinion. Most of the things he typed are superficial things one would judge from the first time seeing a match.

and it's not like playing the game once is enough to form an opinion worth a damn anyways.

all he needs to do is go research. There are plenty of places to figure out how BlazBlue is played and once you do that the differences between it and Guilty Gear should become pretty obvious

and for the record there are some pretty huge differences. Like Blazblue's lack of Okizeme(wake-up game) , no FRC's, two button throws, damage scaling(Actually scales down to zero), removal of negative edge, etc

- FRC in BlazBlue is "Rapid Cancel". It's there.
- Certain characters, like Arakune, still use the power of Negative Edge.
- Damage Scaling would be a little easier to swallow if you didn't lose 40% before the scaling actually matters.
- Using "Burst" places you in Barrier Break mode, which makes your damage modifier go way up, so you take almost double damage. You also lose the ability to Barrier (Perfect Defense) for the rest of the round.
- Shielding doesn't take up tension (awesome) but instead has its own gauge that, if depleted results in the aforementioned Barrier Break.
- Negative Penalty is now "Negative Warning" and results in no gauge loss... it just raises your damage modifier. This can stack with Barrier Break. Death.
- Oki exists, but by allowing the grounded opponent to choose his tech/roll timing, it has decreased the stupid oki 50/50's you can find yourself in.
- Rather than having a different defense modifier for each character, everyone is under the same modifier with different Health Totals. i.e. Ragna has 1000 life (low) to compensate for his life regen while Noel has 1200 life (mid-high) to compensate for her lack or runaway / panic moves.
- Tug-of-war style gauge for guard break. Once the line if forced all the way to one side, guard is broken. Vulnerability for nearly five game seconds. You are GOING to get hurt.
- All throws can be done on opponents in hit / guard stun. Doubles the amount of break time, which was ample to begin with, and gives a large visual indicator of the throw (!!!). Standard throws still have significant break windows with a smaller visual indicator (!).
- Almost every throw leads into a combo and/or Distortion Drive.
- Sanji is the best
 
@Orange text guy: Have you even played the game yet? After playing it myself I can see and feel the similarities between the two games (GG and BB) but overall the game feels better. The character playstyles are also more diverse imo.

-_- Nah, I got invited to play it but I just didn't feel like it. For what I've seen I can only say it looks very colorful, it should have had more animation frames. The speed and jumps looked fair, etc.

The better feeling might be good, specially for new comers into fighting games. The diversity part is true. :)

iKotomi: ;) lol, Thanks for the complement!

Dizzynecro: ;) True to that, I hope so.

ChopperMan: You are not so far from the truth, I give you that! ;), after seeing it first row it didn't convince me, so I'll probably call my friends to play it and see if I get to like it.

Edit: @KDZaster, cool. Btw nice Sig videos you got, very entertaining!

Lol, this been fun, but honestly I only have seeing the game 3 times, I was bore and I saw the topic and decided to post my real negative first view reaction, and see what the ppl say about it, if its worth it or not. KDZaster sold me the game quite good ;).
Touché

Anyway, I'm sorry to whoever got offended by my statements. ;)

I might go and watch some more videos now.
 
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