BlazBlue: Chrono Phantasma EXTEND announced!

I’m actually really looking forward to everyone in CP except for Hazama. Though I wish they didn’t have some many jump-relaunch loops. =/

Why Hazama over character’s such as Taokaka (this may be because no one plays her) and Hakumen?

I’ve never really fully understood the perpetual hate that people seem to bear against Hazama.

I post on here and Dustloop. Is wanting to have a legitimate conversation such a ludicrous request?

Oh, and let me say thank you to Lythium for that - that was very clear. I’ll have to learn the timing to DP Noel out of her strings, though unfortunately, Tsubaki’s DP is pretty bad, so a lot of the time it’ll trade and may even allow Noel to pick up a combo afterwards. (I’ve had it happen). I think you’re selling 4D a little bit short - though that could be partly my character choice, because Tsubaki’s lows are terrible - because in a nutshell, 4D beats all the things you want to use to beat 2D and vice versa; 4D “loses” to throws and lows, both of which are countered by 2D, and most of the pokes you’ll want to use to try to beat 2D don’t have enough range to hit her out of 4D (and it doesn’t even matter if they have range if you throw them out during the invulnerability), so it’s a regrettable guessing game.

WRT to Hazama vs other characters, it’s mostly because I perceive Hazama as getting excessive rewards off his very strong tools on TOP of having enormous mobility/zoning capability. Tao is highly mobile, yes, and she gets good damage if she fakes you out into the right thing, but the player at least has to be doing crazy stuff to get that hit in, whereas Hazama now gets like 3.5k off an air-hit 5B, 3K off an “anti air” 5A, has a stupid good overhead once he gets the meter, etc etc. Hakumen has never bothered me before because the thing about him that annoys most people (his drive) has always struck me as a tool that only works for him when he can read what you’re going to do. Keeping a strong mixup going on him means that he’s really no better off than anyone else. I mean, given the choice of facing a Hakumen who likes to use his drive when under pressure, and a Ragna player who likes to Inferno Divider under pressure, I’d rather face the Hakumen any day. That said, Agito looks super stupid, and it may annoy me once I start to play against him.

WRT to Ragna Dead Spike Dash Cancel - it sounds like a cool tool to me too (though apparently it’s not safe if you’re too close?) but the Ragna community on Dustloop has basically done nothing but complain about EVERYTHING since CP came out, so I’m kinda ignoring him.

There’s a leak on BBCP’s story!

Spoiler

http://www.youtube.com/watch?v=S-p4N6krjSw

Speaking of the story, is it confirmed that they’re still going to be another installment of the story after CP or is CP the end?

If I recall correctly, I had heard somewhere that they need 1 more game after CP to wrap things up story-wise.

Yeah, if I recall aright, it was something like, “Yeah, it was originally supposed to be a trilogy but we’re not getting it done in this one.” So I think another episode is likely, unless Arc Sys gets distracted by whatever new franchise they spawn with the PS4.

Oh dear. I can already feel myself becoming one of those “re-release Guilty Gear” curmudgeons who complain on every BlazBlue article on the SRK front page:

Pretty much, yes.

I dub thee “Shin Shoryu Volcanic Divider”

More fighting games need playable boss versions of characters.

Is this time for “Your My character” jokes?

My character is so bad, her Unlimited form is D tier.

Seriously. Unlimited Tsubaki is terrible, WTF?

Yeah…Tsubaki is kind of her own tier.

+5 6C.

That is all.

Oh yeah?! Well 22D full charge is +8! Oh wait. That used to be unblockable.

I’m going to go back to being sad in the corner.

I’m really not seeing Tsubaki being as bad in BBCP as you sometimes make it out to be. She does overall much higher Install-less damage, got some fancy new approach tools, and a way to charge her meter without standing in one spot and being totally vulnerable.

She’s not “bad” it’s just that everyone has better tools than she does.

Basically, they didn’t, really, net improve her from Extend except that she does more damage (Thankfully, I admit. Her average damage in Extend is pathetic) and has the ‘sword super’ for oki. Charging got harder (using the D button) and easier (The command throw); Her D moves mostly got worse in terms of both value at neutral and proration, but do slightly more damage overall. Lost her unblockable. Gained command grab (Which does hilaribad damage, and only creeps up into the “kindof ok” range if you spend tons of resources on RC, CT, and multiple charges), crappy projectile, and shield rush Aura (probably the best thing for her in CP.) Her DP is better now but you can still just air throw her out of it, and she has the banana-sword super so she can do -something- with her meter other than CA or add like 600 damage to the end of a combo. Her pressure and normals are still basically crap (Her normals are actually WORSE than Extend, with serious nerfs to 5BB and 2C) and she doesn’t have anything scary, which is always what makes a character strong in BB. (Don’t tell me the command grab is scary. Nothing that does less than 1k damage is scary.) Where most characters had moves that used to break primers improved because primers don’t exist anymore (See Valk 6C, Jin 2D, etc), Tsubaki instead had those versions of her moves REMOVED. Lots of other characters had their AAs improved. Tsubaki’s got nerfed, because she’s not allowed to have good things or something.

Basically, the reason she’s average in CP is because they nerfed a lot of other people’s stuff, and gave her a few more tricks to make up for the fact that her core game is still weak - at best, her pressure is a wash vs extend due to loss of her unblockable cancelling out the command grab. I expect her to fall in the tier rankings as people figure out how to do more stuff with the rest of the cast.

So yeah. She’s better than she is in Extend, but she got piles and piles of small nerfs that make no sense (Especially with characters like Hazama basically dodging the nerf stick completely) that keep it from feeling like she’s making a lot of progress. Two steps forwards, one and a half back is not how you want to be treated after being laughed at for how bad you were in the previous game. It’s like they’re afraid of accidentally making her good.

The command grab isn’t there to do damage; it’s there for setups and filling your Install Gauge.

Right. Which means that we lost a big damage option (unblockable) with no replacement. AND the command grab in question would be less necessary if they hadn’t nerfed our charge rates AGAIN.

It’s like them saying “You’re too strong when you get charge, so we’re going to make it harder, but since not having charge sucks, here, have this command grab that will help you get charge.” It leaves you going “Gee, thanks for creating a problem and then giving us a “new tool” to fix the problem you just created.” It’s a solution to a problem we didn’t have - particularly with the addition of the Sword Super, which can be done at fullscreen to lock down most opponents long enough to get 3 charges (which would have been more before.). So that leaves it as an “annoy the opponent into jumping out” boost. But oops. We don’t get good combos on characters that we hit out of the air with our grounded attacks. It’s not like Bang who can get 3.5k off a 5B on an opponent trying to jump out. We get like 1800 with low corner carry.

The whole character is full of stuff like that; Now we have the ability to charge cancel our air normals! Hooray now we can do swallow-moon style mixups! Except that we can’t, because by using j.D for ANYTHING, we give ourselves 9 frames of landing recovery - that’s nearly as much as an Arakune Cloud (11F). So using air charge cancels kills our ability to followup with anything on the ground.

I got eliminated on Arc System Works fighting game tournaments. First was BBCP, next P4A, and then GGXX. :frowning: