BlazBlue: Chrono Phantasma EXTEND announced!

Because in Japan, they decide how they want something to sound, and then make up a spelling that, considering their probable overall knowledge of English, likely only has tangential similarity to the sound.

Basically, you should be asking “Why did they misspell ‘Blaze’?” not “Why do they pronounce the name wrong?” - because they’re NOT pronouncing it wrong. They decided how it should be pronounced, and wrote it down later.

And if you’re curious, the answer to “Why did they misspell ‘Blaze’?” is probably “Because it looks cooler this way.”

To be fair on the “Haduuken” thing, I always pronounced it that way because from what I noticed, up until SFIV it was spelled “Hadouken” as opposed to what’s commonly seen nowadays, “Hadoken”. Plus, the VAs still pronounce it the same.

Well, for the sake of having a semi-decent discussion; does anyone want to talk about Chrono Phantasma as a whole?

I guess I’ll start. Regarding Valkenhayn, I’m quite happy with the end result as it currently stands. Even though he did receive nerfs in almost all aspects of his game (lol at the people who believe that he didn’t receive nerfs, by the way) he still seems to be a viable/great character, and I do agree with some of his nerfs (mainly relating to his damage and mix-up). The new wolf normals are amazing, they really are. Add on the fact that some of his nerfs were universal among the cast, and he still remains to be a strong character.

Moving on, I’m really quite excited about the OD system. I see it as “x-factor done right”, as in, far less broken. The combo potential that it entails is the main reason behind my intrigue, and I expect to see some crazy/wacky stuff in the coming years.

And is it just me, but was there some sort of universal damage nerf? It just seems like a good portion of the cast is doing less damage. I’m very happy with the universal meter gain nerf as well (aside from lol Hakumen dodging nerfs).

The new CT’s are a nice addition as well, and I’m glad to see that they have combo potential.

As a whole, I’m really quite excited for Chrono Phantasma. It’s definitely different from Extend, but in a good way. New stages, new music, removal of semi-pointless gold bursts in favor of an interesting OD system, new system mechanics such as Crush Trigger’s, removal of that silly guard primer’s system, new characters, new sound effects that emphasize the shear force of hitting the opponent, new aesthetic pleasures such as color palettes, new combo routes among the cast, new moves, etc.

It’s been a while since I’ve been this excited for a video game.

I’m just anxious as hell to get my hands on the damn thing.

RE Overdrive, I think that’ll add an extra layer to the game that might make it more dificult for new players to get beyond amateur proficiency. BB is already pretty involved, which is one reason I’ve never really developed any other character very well. In SF, for example, I can play reasonably well with half the cast simply b/c I know the basic mechanics. BB doesn’t really allow for that kind of character swapping, though, b/c most of the characters have such unique styles that demand different strategies as dictated by the situation. This as opposed to just minding jump-ins when the other guy has Ultra 2 fully charged, etc.

Adding a new layer to that, where what’s possible changes based on a temporary condition, might turn off new/more casual players a little and benefit only the people who have really put work into a given character.

/scrubquotes

I’m torn on OD. I like the concept of it, but I hate comeback mechanics, which keeps me from appreciating (or hating) the mechanic until I get my hands on it. Still, for what it is, it looks great.

Do you -really- hate comeback mechanics? Do you hate KOF’s super meter? If not, then you don’t hate comeback mechanics, you just hate BAD comeback mechanics. :stuck_out_tongue:

I’m torn on CP, because as usual, they’re just kinda giving my character a “stir” rather than the improvements most people think she actually needs. Why is it that Hazama is always good (Note: Not in the retarded sense that some people use with comments like “Litchi will always be good because of her character design.” which is idiotic and false. Hazama is always good because they keep giving him STUPID GOOD combo options off of EVERYTHING on TOP of his disgustingly good movement.) but Tsubaki is always…not? Yes, fine, I suppose she’s BETTER this time, but she’s certainly not edging into top tier by any stretch. Why do they have to take away some of her tools everytime they give her something new? “Yeah, we randomly nerfed a bunch of your D moves some more, because hey, you can actually do a little bit of damage now, right?” Thanks Ark Sys. Maybe you could review Hazama next, and explain to me why everything he does is plus? :stuck_out_tongue:

So yeah. I’m still cranky. And I’m not THAT eager to get my hands on it, because holy cow, everything changes for me and I’ll be months learning how to play.

I don’t like comeback mechanics, but I can coexist with some. I even made a video (albeit poorly made due to it being rushed out because I wanted to keep a schedule) where I talked about comeback mechanics and how some aren’t that bad like BB’s slow meter build at 25% life.

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I’m absolutely loving how Chronophantasma’s shaping out because they improved absolutely everything. Crush Triggers are a much better replacement for normal guard meter mechanics and they help to make Barrier actually mean something. Both my mains got sexy new combo options (I can finally get decent meterless damage off of Nu’s 5D again!). Many characters got retooled so that their playstyles were more varied and interesting; Noel needs significantly less Drive spam, Relius has more effective solo options, and Arakune’s Curse combos don’t take an hour and a half anymore. Amane, Azrael, and Izayoi all bring fun new playstyles to the table. Overdrive has proven to be a success, and it’s providing interesting strategic options.

Really, besides Amane needing his Spiral meter to drain more slowly, and Izayoi getting shafted in the normals department, I can’t find too many cons. This is going to be BlazBlue’s XX series.

Oh let’s not get into the “Noel Drive Spam” thing again because it was never that bad to begin with and Drive Spam is insanely easy to punish if you even know what you’re looking for. I like a lot of the new tools and combos she has, but I wish they’d up her damage a little bit more. Yeah, she gets some nice meter gain and Overdrive helps a bit, but the Astral change wasn’t really needed, and some of her combos seem to have to go on for too long without getting the appropriate damage reward while Azrael can dash kick into dash kick for over 3.5k easily.

I hope this will make you more happy.

Valk is sooo bad now, he doesn’t do any damage.

Where’s my eyerolling emoticon? :wink:

Also, to whoever the clown was who was complaining about Ragna, are you happy now?

And sorry, Livewire, but Noel’s drive is now much closer to what it should’ve been. That said, I can’t really speak to Azrael - honestly, in most of the videos I’ve seen of him, his damage doesn’t really seem that much higher than anyone else’s. Maybe I’m just not watching good players.

Also sorry, Rayplay, but that video… was not good. Even when you wandered around to trying to make your point, you derailed yourself with some…completely inaccurate metaphors. I’m afraid you may not have a career in professional Youtube commentary videos ahead of you.

All of this is true, but I guess more accurately what I was trying to say is that she no longer needs such a heavy reliance on Chain Revolver to start combos; she has much better options off of her other normals now.

Really? Because I see Noels hitting over 3K all the time. I completely agree on the Astral change, though.

Azrael only gets that type of damage when he hits a weak point. And HNK combos are hype.

People only really seem to like the Astral change, because if you get hit with a 2D when you’re not looking, then Noel can combo into the Astral, but the combo starters needed for it are kind of predictable. And hey, in CSX I’ve seen other characters combo into theirs, like Valkenhayn for example.

No, I meant that I don’t like the Astral change.

Ohhh, well then I can totally agree. A counter-Astral for Noel just…seems weird and like it doesn’t feel right.

Agreed; Counter-Astral makes no sense.

OTOH, it was COMPLETELY STUPID LOOKING before, so at least now it’s only kinda not impressive. :stuck_out_tongue:

I actually kinda like how it looked before despite the silliness of the whole gun-baton twirling bit of it.

I thought the original Valkyrie Veil looked cool. The new one is almost as disappointing as Mu’s original Astral.

Although the Spiral Chaos version is also pretty neat.

Thank you good sir, but I’ve already seen that video along with the other 5 Valkenhayn combo video’s released on youtube. It wasn’t all that impressive, sadly.

Now when people get astral’d by Noel they will feel like idiots. Perhaps that is the silver lining?

Mind if I siggy this? :stuck_out_tongue_winking_eye:

His damage has honestly been very much reduced. Here are a few semi-decent comparisons (please note that these damage values conform with currently optimal combo’s):

6B FC in the corner Extend: 6.2k meterless.
6B FC in the corner in CP: 4.2 meterless.

6C in the corner in Extend: 5k meterless.
6C in the corner in CP: 3.7k meterless.

2C midscreen in Extend: 5.6k meterless.
2C in the corner in CP: 3.6k meterless.

Those are obviously just a few examples, but my point still stands. Both of his distortion drives have been weakened in terms of damage as well. I personally don’t care all that much about his damage nerfs anymore, mainly due to the fact that his new wolf normals are really great (I’m looking at you w[j.C]).

Even though CP is the worst that he’s ever been, that’s not necessarily a terrible thing. And he still looks solid, so I really don’t have much to complain about. I’m quite excited for the new Valkenhayn.

Airk, you’re too mean/cold/honest.

It was a total fail for me, because it didn’t even look like an attack. Noel just kinda jumped around, and there were some explosions (with weird “circles” around the edges?) and some strange beams of light, and then things explode? The version in the video you linked at least makes it clear that, yes, she is SHOOTING YOU.

The only more visually disappointing Astral in the game was Arakune’s, IMHO.