The SRK Blazblue General Discussion Thread

i really doubt it, the res of the sprites and the backgrounds seems to be to much for the psp

Question, wasn’t this game supposed to have a wakeup system kind of similar to a 3D fighter? Can anyone here go into detail about that at all?

it does. as far as Ive seen you can tech like 2 or 3 different ways. Dont know about the motions either, but with that, knockdowns seem kinda pointless as they can tech it (unless you WANT them to tech in order to catch them)

So would tech traps be possible then?

I meant gameplay-wise. What type of playstyle does she have? Never really got into KoF so I don’t know what “Angel-style” is like.

Does “Not so good” mean “not top anymore” or hard to win with ?

the three tech spots that i’ve noticed are:

  1. tech in the air (like at the end of a combo that does not knock down or other person drops their combo, etc.) this seems just like guilty gear.

  2. tech right before you hit the ground (this seems to be at the end of a combo or something that does “knock down”) you can tech right before you hit the ground.

  3. tech after you’re on the ground (if you miss the tech at spot 2, you lay on the ground for like 1 - 2 seconds, and then you can tech again). usually during the time you are laying on the ground, the other person will come up and otg you for free damage.

all techs from what i’ve experienced from playing is just pressing a button?
(not sure if different buttons give different techs)

yes…

  1. you can punish these just like guilty gear pretty much

2 and 3. one of these techs you can bait and punish, the other i could not (maybe just me though). however it’s been a long time since evo and i can’t remember for sure which one was which.
i’ll try to ask mike z who was at sbo and get back to you on this.

Cool, thanks for going into detail.

you guys know I can comment on anything about that just yet, but rest assure we’re doing what we can to bring in the best netcode

and thats good to knw, i really hope that this games become a hit, because i really want to play against many people around the world :bgrin:

Yeah I’ve love to be able to play this against NA players with consistantly great netcode. It’s cool that you’re going to all this effort.

Also this game does allow you to change your control type before a match right? I read that it does somewhere here but I’m not 100% sure.

it does, you can select either having it like DABC or ABCD

Thanks for confirming that.

akira from dustloop has this to say…

" http://blazblue.jp/

Update: information about all of the 10 characters + wallpapers for all of them. Unfortunately they didn’t change the promo video yet =p

And there’s a little shot of Shishigami’s third DD.

They talk about an event that will occur at AM Show, and I couldn’t understand very well o.o

Edit: not (totally) BlazBlue related but…
next week there’ll have Tokyo Game Show =]
http://www.famitsu.com/game/news/1217798_1124.html

Arc System Works

  • Ranshima Monogatari Rare Land Story: Shoujo no Yakujou - PSP
  • Guilty Gear XX Accent Core Plus - PSP
  • Guilty Gear 2: Overture - XBox360
  • BlazBlue - located at the place"

I took a look at the move sets and noticed something - not a single charge character. So I guess If you like to play charge characters your out of luck with this game :frowning:

I believe that Jin has some charge attacks.

nope. Closest he’s got to a charge attack is is 28D, but that’s just holding down the button to delay the second part of the move from coming out.
I actually don’t think there’s any Guile styled charge moves in this game, which is something i never thought of until you brought it up.

maybe some of the boss characters will be charge types (lord knows there’s more then v13 and haku-men)

anyway, this is from bloodcrave of dustloop…

"so the latest arcadia has got some more gameplay infos on arakune, bang, litchi and carl

the opponent must block DOWN against arakune’s j.D
his zero vector chooses randomly from 3 sets of pathways (i think this is his cloudy gas projectile thingie from the vids we saw)
his B and C seems like strong choices when opponent is hit from crimson (B makes an insect to fly towards the opponent and C makes an insect to appear at opponent’s feet)
j.6B is kinda like airdash that can hit the opponent

bang’s j.4C can attack from behind the opponent
during bang’s guard point in his burning heart moves, if u do a special input he can do his teleportation jutsu (arcadia doesn’t mention how to do it)

the extra attack after litchi’s 41236D attack differs from each button u press, A attacks diagonally upwards, B is horizontal, C is diagonally downwards
when mantenbou is set on the ground, her 236A (u must block down) or her 236C (overhead attack) can guard crush? (i think i’m translating something wrong here, but it’s something about guard crush)

carl’s j.2C makes him end up behind the opponent, so it’s a good skill to sandwich the opponent between him and nirvana
nirvana’s 6D is overhead, 2D must be blocked down
nirvana’s 41236D is a rushdown attack, her 63214D is command grab
carl has a skill that makes nirvana to teleport to where he’s standing
carl’s 236A or B are other skills to use for sandwiching the opponent
his 236236D distortion drive is something like litchi’s living staff distortion drive, but u control the attacks nirvana does instead"

In completion to the above post…

Arakune

“If the Crimson hits, insect fever!”

On the whole, Arakune is more adept at fighting in the air than on the ground (two of its three special moves and one of its two Distortion Drives are air-exclusive). It comes into its own once the opponent is cursed.

The aerial f+B move often comes in handy, as Arakune’s jump is very slow.

The low-hitting aerial D is also slow, but brands the opponent (as it is a D attack). Apparently, it can be aimed (by using db+D/D/df+D?) and works well for interrupting the opponent’s anti-air moves.

The Zero Vector brands the opponent as well, despite not using the D button.

Bang

“A hero who combines speed and power!”

The qcf+B version of his aerial projectile explodes upon contact and keeps the opponent locked in hit/guardstun for a long time. His dp+C command throw (at least the ground version) has good range. One recommended set-up is an aerial qcf+B into either a command throw or a cross-up jumping (or air-dashing?) back+C.

Litchi

“Pay attention to the staff’s reach and tricky attacks!”

Litchi’s hcf+D staff throw (with the staff, obviously) has guard point (autoguard) properties.

As far as I can tell, her unarmed qcf+A/C attacks do not cause guard crush per se, but can be used for high/low mix-ups to get around the opponent’s guard (“guard kuzushi” usually refers to this process, as well as the use of throws and other unblockable moves - I believe “guard crush” would be called “guard break” or something along those lines).

It seems that both of Litchi’s “stance-specific” Distortion Drives (Daisharin, qcbx2+D when armed, and… whatever its name was again, qcfx2+D when unarmed) cause her Mantenbou to come to life and attack? The article states that the latter does, and one of the promotional videos shows the former having the same effect. I understand the difference in application, but I have to wonder why the moves were given different names and commands if they turn out to be identical in appearance. :zzz:

Carl

“The key (to victory) lies in handling the puppet and (mastering) combinations!”

His “Nirvana teleportation/summoning” move is called “La Campanella” (“the handbell”/“the little bell”, a piano etude written by Franz Liszt, see Wikipedia). The name may refer to the act of ringing a bell to summon a servant.

The qcf+A/B Vivace seems to act as a teleport dash/roll move for Carl himself. It can avoid attacks and pass “through” the opponent, which helps in commencing pincer attacks together with the Nirvana.

The Tsuioku no Rhapsody (qcfx2+D Distortion Drive) has the Nirvana delivering a high number of strikes, allowing Carl to join the assault for comboing or pressuring purposes.

Sounds ALOT like JoJo

Can’t wait

What character is like eddie in gg.