The balance in the game is horrible.
Bang is probably A- or B+ tier in the US, he gets his mixup for free against alot of American players.
The problem is, that against good players like Jiyuna and Lordknight for example, that can see through his mixup, you have to rely on gimmicks. And gimmicks, just like in any other game, don’t work forever. Dora is a prime example of using gimmicks to win matches, me and him play pretty much the same way. You have to be almost psychic in BB to really be an advanced Bang player. Where some characters like Nu can run around like a 5 year old finger painting and get BETTER damage output, and be more safe without the use of gimmicks.
Mike Z is a prime example of having to use gimmicks to win with low tiers as well. He’s smart as hell, which is why he excels even as Tager. But a finger painting Nu, or an Arakune that lands a curse can still turn the match against him because of his character.
Basically if I haven’t insulted Arcsys balance team enough, you have to try when you’re playing Bang. Where as some of the characters would be on the same tier level as Bang only if they were forced to play with a rock band drum set, or a DDR dance pad as your buttons.
David Sirlin also got into how bad throws in this game are, with option selecting and huge break windows. Damage is pretty bad, heat gain is pretty bad, instant blocking is too good, barrier crushes from “offensive” bursts that aren’t offensive. There’s a long list, I understand that everyone’s going to fall back on the “Its the first game in the series, did you see how bad the first GG was?!” But that’s not an excuse, Arcsys HAS these other games to use as a reference, instead of building a game with no prior experience.
Bursts are bad, negative penalty is ridiculous. Claploops shouldn’t be in the game. The healthbar difference for characters isn’t really a determining factor in alot of fights because of the damage output difference.
Things Blazblue did right?:
Autocombo/Throw distortions stopping time, major plus so when you hit someone with it and the timers about to run out, you still win.
Damage scaling to 0, making infinites pointless.
Pushback and air tech time reduction after a certain amount of time, making infinites impossible! Great idea. Too bad they screwed things up with FRKZ, because instead of it being so many hits that increases pushback, they instead made it timer based on how many frames go by. So normal combo > FRKZ > continue combo doesn’t work. Removing a safe activation for Bang.
That’s about it.
Edit:
@ Jak
Bumpers are situational because if you set them in a bad situation, you wont get any use out of them, and you’ll end up wasting nails on them. There’s also situation combos with them if the spacing is right.
Try this for example:
With an A/C bumper placed above your enemy:
5a > 5b > 2b > j.c > 3 bumper dash > land > 5a > 5b > 2b > 2c > 6d > 623b
It’s a situational combo, but it is a damage increase. It’s also hype as hell.