So how does blazblue play in terms of streetfighter?

Haven’t played it yet but GG is much faster and more complex than SF games just in terms of systems. Nearly everything can be canceled into something and if you’re not scoring 20 hit combos you’re doing it wrong. Fun and frustrating at the same time.

Fucking repped. Well done. I played GG casually, but so far my experience with BB has been “It’s similar, but better in everyway.” Combos don’t always mean game over for the player, and the mixup options offensively, AND defensively are amazing.

Anyone not at least TRYING Blazblue, do themselves a disservice as a fighting game fan.

I’ll definitely be trying my hardest to help as many people as possible with understanding the games basics. I just need topics to discuss to continue writing about. :3

How does bb’s normals compare to sf’s? I just remember gg mugen chars have normals that went almost full screen at times which is why i ask (never played gg). Do they essentially work the same as sf’s generally?

More or less…you have fewer buttons but more command normals. The longest ranged normals in BB are comparable to Sagat’s s.HK. Footsies are a lot less important than in SF4.

Normals have many different possible properties than SF normals.

Some normals allow you to cancel into faster, whiffable attacks, so you recover faster and can apply pressure.

Some normals can be jump canceled, so you can instant air dash and continue pressure.

Also, some normals have upper body / lower body invincibility.

Ultimately, it is similar to SF. You use certain attacks as your pokes, some attacks are anti-airs and some are used primarily in combos.

Games with convoluted gameplay mechanics give the illusion of complexity.   SF games basically make you have to think for yourself in terms of how to get out of a situation and apply pressure.    Games with too many system mechanics makes it kind of easy to get out of pressure or apply it.  SF4 is definitely complex and as complex as games like Blazeblu and Guilty Gear.  It just doesn't throw you 7,000 system mechanics.   It's deep because it relies strictly on the ingenuity of the player.

EDIT: … Or, I could just read the strategy section. Please ignore this post.

I don’t know about that. You can always pull out the old trump card of holding DOWN AND BACK in SFIV and be fairly safe… There are more defensive mechanics in GG to help deal with the degree of offensive pressure that can be applied. They didn’t just throw random inane meters and mechanics into the game to clutter/light up the screen.

What fantasy version of GG are people in this thread playing? 20 second combos? 60 hit combos? I guess everyone must play Robo Ky and spam self-destruct shenanigans all day.

People need to play HnK/Fate UC if they want to see really long combos.

I would agree with you, I think we are just using “complex” differently.

SF4 is nowhere near as complicated as Blazblue or Guilty Gear.

If you removed all subsystems from the game minus running, you’d still have more of an interesting game than SF4, because BlazBlue/Guilty Gear punishes extremely defensive play with fast overheads into big damage, and negative penalty.

That’s all sorts of faulty reasoning. It makes it too easy to apply pressure or get out of it? Which one is it? Why would having more systems make it any easier or harder than having fewer systems?

Speaking of that:
1:43
[media=youtube]ciWXUS8az4Q[/media]

Keep in mind that this is how GG is at all times.

if this were true, then gg wouldnt have the fame of one of the most complex fighting games out there, i think that you are confusing complexity with depth they can be related, but not always

that worked in the beta =P

Fail.

:rofl: @ people who think every combo in GG looks like this

That is some funny shit though…

:arazz: Was trying to describe as simple as possible to something he could relate to.

Wouldn’t that just be TvC?

O.o uh…yeah that’s pretty much the first time I’ve ever seen that carry on like that IN a match…and I think I’ve played a lot of GG over the last 10 years.