I’m fine with the damage of BB comboes - I’d just be happier if they didnt take so much time.
Depends on the character. Makoto’s corner combo’s seem to go forever but time rarely runs out in a BB match. Further, you are actually engaged during a combo, watching for a drop, a tech spot, a purple throw and have the option to burst. So it isn’t quite the same. Marvel combo’s personally seem to go even longer.
I can’t tell you how frustrating it is in Marvel to get hit once, lose a character, or to have auto teching. Those resets only work because we are forced to tech.
I looked at a match with makoto in a 6k parry corner combo took 12 seconds or so off the clock. Which i think is one of the longer combos. But the game is prefect for the 99 second round.
Some of marvel’s problem is that it is simple in its fighting mechanics but it has this complicated 3 on 3 format. I did not play marvel much so i did not think of the auto tech in my game play but if that was in BB that would kill the game. People delay techs all the time and other strategies the tech system allows you to do. Imagine auto air techs against tager with magnetism that would make tager high tier problem but it would suck.
I think Blazblue has the best “wake up” system out of the fighting games I’ve played. Also the grab system is better than Marvel and Street fighter IMO. I hate having to guess when someone going to grab. It’s a lot more fun being able to react but still being able to get grabbed when the opponent pulls off some mind games.
MadBater, I remember running into you a lot online and I haven’t recently in a while. Maybe it was because you do ranked matches or am I thinking of someone else? Add me if your looking for competition. Your on the Xbox right? (XBL = mikeomak)
I am still on xbox 360 i use to play ranked only but now i play player now mostly. I been playing hakumen since CS came out. If was CT then i was playing mainly jin at the end of it. I had a lull in playing a few months ago online because i was relearning on a stick and cs2 hakumen. I started playing online more again so you might see me. I add you i need to work on my game.
the grab system is another awesome part of bb from the grab teching system to the fact it is two button opposed to the forward H or similar to do it in many different games.
can anybody direct me to a site that has some good info on BB such as character specific tips etc etc. there doesnt seem to be much activity on here for it.
theres always dustloop for that
Being a new player (Brought it 4 days ago because i saw it at EVO; just like someone above said)
.
This is definetly something I need to learn more and i don’t believe there is sufficient teaching in tutorials.
I know i can roll, staying on the floor seems dangerous as hell, but i end up just rolling into another combo no matter which way i roll.
To be honest when i get combo’d I usually hold a direction and mash A in an attempt to escape.
.
If anyone want to have games with me and learn i’m PSN: Black-Toof
It’s not a bad idea to mash out of combos because of the amount of invuln that air techs have, but it gets worse and worse as you play better people. CS2 made a lot of moves air-unblockable (you need to be using your A+B barrier to block them in the air), which makes it much more likely to get reset during an air tech. And never use C because that will give you a throw reject miss.
There are 4 wakeup options you have:
- Stay on the ground. Use it to delayed tech to beat some moves, like Tsubaki’s 22D unblockable.
- Quick rise. Down+A, B, or C while on the ground, lets you attack almost immediately but gives you very little invulnerability.
- Roll. Forward/Back + A, B, or C, very punishable but has some invulnerability at the start. Rolling is dangerous because of how long it takes to cool down, and you’re completely vulnerable. Some characters can also force true oki, where if you roll, stay down, or quick rise you get tagged and comboed so you are forced to block mixup. There aren’t many of them, though.
- Tech. A, B, or C, this is what you should be using most often. Tech, block, reversal occasionally if you’re a character who can do it (usual disclaimers on reversals apply), or counter assault (same reversal disclaimer), which is forward+A+B while in blockstun.
Is that Pressing A + B repeatedly as opposed to holding them?
That’ll lead to a instant block am i right?
Thanks for the tips!
Not repeatedly. To neutral tech on wakeup, press one of the buttons once, which will pop you up. Instant blocking is done by pressing back within a few frames of an attack connecting, and it gives you less blockstun and some meter. Holding back+A+B is barrier guard, which negates chip damage, causes increased pushback for your opponent, and lets you block air-unblockable attacks in the air, but increases your blockstun slightly and costs barrier meter. Forward+A+B in blockstun is an attack called a Counter Assault. It costs 50 meter, pops you out of blockstun, does next to no damage, and cannot kill a character…but it is an effective and useful reversal nonetheless. Be aware that most of them are pretty punishable and not all have good range or are standard (Arakune’s, for example, is his throw).
Excuse me,
I got BlazBlue: CS about a month ago.
I’m now hearing of BlazBlue: CS Extend for the Xbox3060, PS3 & Vita.
Can someone clarify what this ‘Extend’ version is for me? i am confused.
Is it like UMvC3 where i buy the new disc and get Valkenhyn, Platinum, Makoto & Relius?
Or is it an update like CS II was to CS in order to be able to fight aginst Relius?
Thanks
Extend is the updated ver. of CS2. It will either be available as purchase-able or free DLC.
CS Extend will be at TGS btw-
In response to a comeback factor I offer you this : http://www.youtube.com/watch?v=sVo48zl6nDA&feature=player_embedded
Granted its CS1 but thats not the point.
This game takes skill to master. Its not as simple as MvC3 and requires you to actually learn spacing and timing. Truth be told I actually play this game more often then others, mostly because when I lose its to superior skill, not spam tactics. The characters are fairly balanced for the most part, it just a matter of picking the one you want (I for one like Carl and try to main him).
The game mechanics seems like alot to absorb initially, but eventually they become second nature. The only thing you can do to better yourself is practice. When I got this game my main was Lambda, starting from scratch. It took me some time to realize she was a zoner, which led to some frustrating moments. Once I got the hang of her though I decided to up the difficulty of the comp. Eventually I tackled score attack (VERY HARD!) and managed to get up to Unlimited Hazama consistently. By the time I went online I flatened everyone in may way up to 125 PSR. So I know from experience that practice makes perfect.
Its not beginner friendly, but I guess thats the reason why people like it so much. Each character has potential to perform outstanding combos and the game mechanics make heated battles very enjoyable. The only hurdle to new players I believe is the initial absorption of the mechanics and moves, but once you get past that its a ton of fun.
Relius Theme
Carl vs Relius Theme
Jin vs Tsubaki Theme
lol nice
I just got BBCS. Advice?
return it asap and wait for bbcs:ex?
Bad advice, unless he doesn’t want to play BB for 4-5 months.
Find a main. Odds are, they won’t change too heavily for EX, and at any rate, time spent learning how the game plays will not be lost.
Well, at the very least, advice noone can disagree with:
Dont buy any DLC for BBCS