What I mean by that is comparing it to streetfighter, how does the game play? My only comparison for fighting games is streetfighter and Soul Calibur (but I play Streetfighter heavily). I know that blazblue is the spiritual successor to Guilty Gear but alas, I’ve never played a guilty gear title before (I actually only started playing fighting games when HD Remix came out). I really want to know how it plays because I might like it but I’m, not entirely sure. I would rent it but I doubt my blockbuster would have the game due to its low appeal and I don’t really want to miss out on the limited edition which might actually be limited compared to other limited edition runs of games. So if anyone can give me some gameplay details and how they work. Maybe things such a as basic psychology of the play, the way special moves are performed (like in street fighter you do special moves through special directional inputs while in soul calibur its more of a series of button presses), canceling, etc. Thanks, and please, the more detail the better. I want to get a feel for how it plays without actually playing it.
You can read about the engine here: http://s1.zetaboards.com/blazblue/pages/index/
There are movelists on that site as well.
Also try looking at the BlazBlue subsection in the strategy forums. It’s new so you may have missed it. Also I would say watch videos of the game. It has things in common with other games but BlazBlue is it’s own entity as well so it would be hard to tell you relatively what it was like.
You know how sometimes you play street fighter and you get these crazy ideas like, “man, I wish I could like, fly around and do a crazy 20 hit combo that just like…drains your life or something”
It’s kinda like that.
LOL. i agree.
If you want the LE, you better hurry the fuck up. It’s preorder only.
Well Guilty Gear series is more like Marvel VS Capcom (I am going to get flamed for this comparison) then it is like SF. Very fast movement, HUGE combos, lots of special moves, this is what you will get from BlazBlue.
I say go and buy it (but if you haven’t pre-ordered you might not get the limited edition), It will rock the shit out of you.
Just imagine the Vs. games, such as Marvel vs Capcom, now throw in air dashing, and much longer air combos, also alot more special moves.
That’s about what you get.
But if you never played a Vs. game, it’s hard to describe.
But I think Black Dog got it.
As well if your looking for a more balanced fighter then Street Fighter, then BB is a good choice.
I tried EX Seismo xx SJC HK xx BK for about 15 minutes the other day before I remembered you can’t air combo in SF4.
The entire first run of BB will be Limited Editions for the regular retail price.
The second run will be just the game by itself for the same price.
So yes, preorder it to guarantee you get it, but at the same time if you go the day it comes out, it probably won’t be sold out. It depends on how many the store gets in stock.
I’ve read that they aren’t taking walk-ins until July 3rd though.
It really depends on what store you go buy the game at I’m sure.
BB is like MvC2? Really?
???
I don’t see how BB is more balanced than SFIV. The balance is more like 3S balance. Top 3 dominate, a few A tier characters here and there, and practically none of the bottom tier.
Like it others said. Varies on location. I called the mall near my house I’m moving to on Tuesday.
They are getting an order of about 20 copies in. None of them are on reserve.
Alright, here is my comparison for you.
*key terms to learn!
okizeme: "getting off the ground"
abare: “converting random hits into big damage”
*
Street Fighter focuses on footsies and strong ground games. To become the best player at the game, you must master the range of characters, as one whiffed attack can be punished heavily. Also, ground strings are very simple and to the point, with limited mix-up potential after 1-2 hits. Combos generally only start from the ground, and are rewards for the opponent not blocking a cross-up correctly, or whiffing an attack at a terrible range. Counter-hits generally do not reward you in obvious ways. In some games, meter management is very critical also, as it allows you to have an advantage later in the round.
Guilty Gear series focuses on the same issues as above, but add the concepts of okizeme and abare. The goal is to knock the opponent down in any way, and set up your okizeme pressure. Imagine if you could use Ryu, and trip someone. Then, throw a fireball and cancel it, and jump at them. They have to guess 3 ways as to what you will do next. If they don’t block that fireball, they get hit, and you get another knockdown and the process repeats. If you hit them with high, low, or throw… those are your okizeme options.
Guilty Gear also focuses on Abare, which is the concept of, say… Ryu hitting someone with a max range crouching forward. In most SF games, the most you’ll get is a fireball / super. However, imagine you could cancel it the fireball (again) and go into a huge air combo. Converting that tiny hit into a much bigger combo is a huge deal. However, Guilty Gear lets you do many different ways. Sometimes though a perfect anti-air, you get a 15% combo. A perfect risky attack may lead to a counterhit, giving the attack ground bounce abilities, wall bounce abilities, wall stick, etc. Playing strong footsies with characters can lead to counterhits that lead to 50% damage.
Now, Blaz Blue adds additional concepts to traditional Guilty Gear game play. While Guilty Gear focused more on guaranteed okizeme situations, where the opponent has to deal with your attacks, Blaz Blue gives you 4 ways of getting off the ground. They have varying risks, but prevent the type of knockdown -> generic block attack -> mix-up game play that is prevalent in Guilty Gear. With a strong understanding of your risks, and the rewards, you can escape okizeme situations.
Another interesting concept is the one of “being helpless in a combo”. Normally, when you play Guilty Gear. combos can last quite a while. There is never a reason to tech, because nobody practices techable combos that may do more damage, unless they suck. So, the best strategy is generally never tech. BlazBlue’s ground system allows you to infinitely combo someone until they’re forced to get up. Throws can also combo, and do not prorate; meaning they do full damage, and reset combo damage. However, to balance this, a combo’ed throw usually has 25 frames to escape, which is very very simple if you’re awake.
So, simply, but allowing you to combo throws, you force the opponent to always be on their toes in the middle of combos.
:3 That was a bit much, but hopefully it made sense and is useful for you to understand the difference between games.
All I need to say
Blazblue and Street fighter are not the same.
I say this a lot too. Blazblue is like MVC2 in the amount of freedom you get.
It is the only game where I feel as free to move around and attack as I do in Marvel. The pressure game of SF and GG aren’t really there. Your not as “locked” in combat as you are in those games. It’s still an intense fight, but you’ve got options and a lot more mobility.
It’s really nothing like Guilty Gear.
A lot of burned out SF4 players who have very little experience outside SF4 are "greener pastures"ing the fuck out of BlazBlue. I’m just getting ready to laugh and laugh when the inevitable “Nu is BULLSHIT this game is BULLSHIT!!!” posts start rolling in.
I didn’t specify which one, I could of been speaking of 3s, A3, or SSF2T actually.
But I expect either the patches or later iterations like with GG to balance the game out better.
Both SF4 and BB are still in their early years of life, so we will need to see how the meta game shifts, not looking great for most of the console exclusive characters in SF4 though.