NEW "Blazblue Continum: Shift" discussion!

its obvious that he would be exclussive to the vita version at least some time before they decide to port it to the arcade version of bbcsii+ (along any other possible char/s that they decide to add)
after that they would release a new balance patch (at least its what i wish) and add them as dlc chars, though i wouldnt mind buying a new bbcsii+ if they decide to go the retail route

It hasn’t even been that long since the last balance update. I hope we won’t get another as this game is much more balanced in this version than all the games played mainstream in the states. Who else would be added?

^My heart almost exploded when I read this. Relius is going to be playable in the game, O M G:D. You have no idea how long I have waited for this!

I was surprised to hear the news on Relius I thought the next thing we were going to hear was news on BB3.
I am also kind of disappointed that it was Relius instead of Nine or Kokonoe.

Just encountered my first ice car spamming Jin. This Lambda now understands. Dude had four moves: 85% ice car to some little combo, 14% A button ice blade from across the screen, .8% failed DDs, and .2% Astral Heat finishes. I knew exactly what he was going to do almost all the time (The AH was a surprise), but had no idea how to stop it. XD

The good news is I learned a few new tricks against him, one of which even leads into the swords juggle combo, and managed to take a round (and almost a second!) by playing very mobile and aggressively when I wasn’t pinned down by ice car spam. Still, I lost to him twice in a row in ranked and had to stop for the night.

Anywho, just wanted to vent.

IF you block the Ice Car and he doesnt Rapid Cancel, You can literally do whatever the fuck you want with him in about 1.5 Second gap.

Is CS2 out? Or is it dlc? Do you have to buy it?

CS2 is a free patch.

It’s free DLC. Extra characters still cost though.

EDIT: AJ beat me to it.

I’m a bb scrub, I messed around with it when it first came out. idk I kinda want to get into and get better, but I got other games I want to try to like 3S online and skull girls. And stay true to sf and marvel. I’m pretty sure there’s no BB players in my scene, so it’s pretty much going to have to be strictly online. How is online? better than SF4 or mvc3?

ssf4>mvc3 as far as online goes. Where would you put BB?

:eek: I have a feeling BB:CS2 will be making a heavy splash in the West this fall after its showing at EVO this year.

It was always “just there,” but I have this feeling that people will start respecting it a little more. That’s my hope, at least.

I would say better than AE, but that’s just my opinion. I seem to get better connections on BB as a whole. As with anything, you’ll want to get in some lobbies with players you have good connections with, search Dustloop.

@Yannick Back when CT came out there were a bunch of people in my scene that played, but by the time CS2 hit we were left with only 3 or 4. It would definitely be nice to see the game get some play.

I get the feeling BB is pretty unfriendly to beginners. I mean, KOF / SF, being mostly poke and footsie based, means there’s plenty of time spent in neutral so everyone can feel like they’re doing something.

Whereas in BB, even with a modest skill difference, usually results in me getting trapped in the corner getting comboed over and over, and the only “gameplay” I get to experience is trying to tech properly and seeing if I can at least block one or two moves before I get mixed up and comboed again. It takes a special kind of masochism to stick with a game when you’re facing that kind of experience all the time :stuck_out_tongue:

This is probably why many smaller BB scenes have lost players - the handful of players that got really good end up discouraging everyone else.

Stop getting trapped in the corner and that may help. Trolling! KOF and SF have a learning curve i would be dominated by people that have experience in that game. I have a harder time at those games because of lack of mobility and other reasons also.

Well, to accomplish that would require me to be better than the group of people I’m talking about :wink:
Those people have already left so there’s no point telling them to man up.

Rather than being defensive about the game (hey, I play BB exclusively these days, I’m a fan too), try to see my point. I’m not saying its a problem or needs to be changed - I’m just explaining a possible reason why people get discouraged.

It’s certainly a problem, but I don’t think it’s actually that much more pronounced than it is in any other fighting game. Obviously, the best way to feel motivated to learn this game is to play with a bunch of people who are all basically at the same skill level, so you can have lots of close matches and learn and grow together. Of course, that’s rarely really the case, even amoung a group of people just picking up a new fighting game, because some of them probably at least have execution skills and the like left over from other games.

There isn’t really any way around it, except to try not to destroy people TOO badly, and offer as much advice as is welcome.

Well, my point is that in BB (ive never played GG so I dont know about that), probably Marvel (never played it much) and maybe Melty (ive never played AH either…), that issue is somewhat more pronounced than in poke/footsie games like SF and KOF.

Taking BB as an example, when up against certain characters like Makoto or Noel (ie. rushdown characters with long combos), the amount of 'interactive time" the losing player experiences is literally a couple of seconds per round. Basically most of the round is spent watching themselves get comboed, with just tiny moments of control just after teching and before getting hit by the next combo.

Probably the main culprit is that some of the comboes in BB last a really long time (maybe makoto isnt as bad as CS1 litchi, but it feels pretty bad because some of her combos have OTG parts in them where you have the illusion of the combo ending :wink: and do quite a lot of damage. Guessing wrong on oki 3 times in a row is enough to finish you (and we see this even in top level japanese videos, rarely), and the rest of the 60 seconds or so is spent watching the other guy do combo practice.

I guess the first thing we should be teaching new players is how to recover and get out of oki and the corner, using CA’s etc. And try not to crush them so hard, step back and let the game go back to neutral a little more :stuck_out_tongue:

Well, my point is that in BB (ive never played GG so I dont know about that), probably Marvel (never played it much) and maybe Melty (ive never played AH either…), that issue is somewhat more pronounced than in poke/footsie games like SF and KOF.

Taking BB as an example, when up against certain characters like Makoto or Noel (ie. rushdown characters with long combos), the amount of 'interactive time" the losing player experiences is literally a couple of seconds per round. Basically most of the round is spent watching themselves get comboed, with just tiny moments of control just after teching and before getting hit by the next combo. I guess this happens in SF a bit with characters like Boxer, Makoto, Akuma, Ibuki. But I’ve never seen it much in KOF.

Probably the main culprit is that some of the comboes in BB last a really long time (maybe makoto isnt as bad as CS1 litchi, but it feels pretty bad because some of her combos have OTG parts in them where you have the illusion of the combo ending ;)) and do quite a lot of damage. Guessing wrong on oki 3 times in a row is enough to finish you (and we see this even in top level japanese videos, rarely), and the rest of the 60 seconds or so is spent watching the other guy do combo practice.

I guess the first thing we should be teaching new players is how to recover and get out of oki and the corner, using CA’s etc. And try not to crush them so hard, step back and let the game go back to neutral a little more :stuck_out_tongue:

Your last part does something the Fighting Game community finds as an insult, going easy. Its an almost the antithisis of how we talk. But I think we all recognize that stomping noobs all day doesn’t get either of us better.

The best balance is to play, but teach as you go. There are a lot of players who get into bad habits, we all have them, but if you play with someone new. That is the best time to point out what and why you do things.

As for the general skill, I think it has more to do with how BB is played. If your up against a better player, you’ll get blown away as not many have DPs, the damage is much higher, there is no comback mechanic and the pressure your under when gettting attacked is higher.

In SF, you need to watch out for throws and overheads, but if you get hit it is not a big deal. Maximum damage is usually something like 100 off them. In BB, Those same things lead to 3k or more. Plus there are more ways of creating pressure. Litchi’s staff, Makoto’s ball, Noels Drive all are things that you can’t easily escape. As a result, there are more defensive systems in BB, but they take time to learn to use well.

Execution barriers are a problem with all 2d fighters. I try to get my friends into the game and they will not practice. Noob stumping is really no fun anyways but when i play with them i try to give them knowledge but they do not play enough.

Looking back to the days i tried to play Guilty Gear i got dominated by a friend that was just satisfied with winning. He did not try to grow or make me realize why i was not competitive. No ideas were exchanged at all. Now i realize because of the amount of practice and learning i put into blazblue that he only had a very basic knowledge of fundamentals and used that to beat our group of friends.

As for comeback mechanic i do not want that ever to be put into blazblue. The game does not need that because the comeback mechanic is called resets. I seen so many blazblue matches where someone is getting beat bad then is down to 20 percent health then turns it around with pressure and resets.The best thing ever to watch. It is so cheesy to have x factor.

People who learning to pay will eventually learn to look for overhead and throws. As emeraldw said there is many defensive systems like instant blocking, burst, rolls/teching, and counter assault. Many people need to learn how to use counter assault. That may save you from a reset and/or pressure with out using your precious bursts.

When matches turn in to combo videos and you are losing that sucks but people go crazy over the 100 percent combos in MVC3 and KOF. I feel that Marvel 3 is only about getting those combos. The best players confirm a combo and kill a character then they move onto the next one. Then if the only guy want to come back he or she will have to do the same thing and hit confirm a 100 percent combo. I take BB combos any day. Average is 3 or four big combos to finish of a character. Most practical combos are 2500 to 6k in damage, average combo damage in a match is 3 to 4k and the base health in BB is 10000.