I definitely agree with you about the normals (if you’re taking about enjoying the fact that they work this way). Also, even if they do discover something crazy (which I think is inevitable because nobody has any real clue how to work this system) it’s infinitely preferable to the mess SBX was. It’s what I liked about AC and I hope it stays this way for this game.
**Edit: **I forgot to mention this, but the move list is kind of depressing for me in that there’s no charge character (yet). I love ArcSys charge characters!
I remember someone saying that ArcSys won’t put in charge characters to cater to the casual crowd or whatever.
Which is odd, because whenever I try to introduce someone to a fighting game, if they find motions too hard to input they would normally go off to a charge character and do really well in the long run. Plus, they force scrubs to block, lol.
When I wanted to teach a friend the very basics of fighting games I told him to pick Guile (in ST), hold down-back, throw sonic booms all the time and when I jumped over them to hit HP or Flash Kick. Worked like a charm!
It’s really hard to do charge combos in these kinds of games though. May’s dolphin loop in Guilty Gear is by no means easy (especially if you want to add in 6HS), and some of Venom’s more advanced tactics are pretty hard to keep a charge going at all times.
Why would you need an explanation that having a basic valid non-lethal mixup tool for every character (like SF2/GG throws) is good for a 2D fighting game?
I’m not asking you nor need you to explain to me why throws are good I’m asking you to explain what you think the difference is between a throw in GG and a throw in BB.
What I “think”?
GGAC throws are 0 frame startup and something like 2-3 frames tech window. (In which the thrower at least gets frame advantage after it) =valid for 50/50 mixups
BB throws are 7 frame startup and 13 frames tech window. =not valid for 50/50 mixups
I don’t think so. But it makes things worse though because whiffing a non-command-throw animation is never as bad as doing a 4H or 6H at zero range in Guilty Gear.
I feel the same way but the length of the exclamation mark is really nothing to go by. Who knows, the tech window could have been over by then. Anyway, fuck BB throws.
Throws don’t even seem to be the same sort of tool in BB as other fighting games. Also, no, a successful throw is actually a pretty decent chunk of damage. They just don’t tend to lead to anything except when accomplished out of some kind of mixup or timing mishap.
When they added throw break into Accent Core I thought it was great, but I still rarely ever pulled them off. When it happened it was usually by accident for me that I pressed the button at the right time. You have to have excellent reaction time to get a throw break off in that game. Not that I’m complaining about it. I loved that my throws were rarely broken. Can’t really comment on BlazBlue since I don’t play it, but a huge tech window like that with the added exclamation point seems like they’re overdoing it. “HEY! YOU CAN THROW BREAK NOW!”