Dark Ranger88 Posted January 31, 2014 Posted January 31, 2014 Thanks for the videos guys they gave me some ideas. I'll experiment the next time I feel a Koko is gonna super ball lol. Doesn't look like it has that much hitstun judging from the Azrael video.
Maho Posted January 31, 2014 Posted January 31, 2014 If you are baiting the super, IBing shouldn't really be a problem.
NecroTheReaper Posted January 31, 2014 Posted January 31, 2014 Yeah, I suck at instant blocking even pre-made blockstrings I made myself, but if its superflash, the move takes long enough that you can IB fairly easily,
Narroo Posted January 31, 2014 Posted January 31, 2014 YAY that thing I did got noticed by Arcsys-sempai! Wasn't it like this in previous versions of Blazblue?
HoudiniJr100 Posted January 31, 2014 Posted January 31, 2014 YAY that thing I did got noticed by Arcsys-sempai! high five Mike Z!
Luminos564 Posted January 31, 2014 Posted January 31, 2014 Well looking at the buffs for Bullet, I'm happy. I've been meaning to try out someone new for CP anyway but was constantly disappointed how unimpressive she was at the end of the day. Glad this is being addressed and that free Blackout for Lv.2 is damn welcome. The Kagura stuff kinda worries me since but since I don't even have the game yet, I guess I can't complain. Though, I wonder why ASW isn't holding loketests for this? I mean, does it take too much time, money or both to hold them? Not that I don't trust them to do a decent job with balancing but recently we got OP Kokonuts that was so potent, she ended up getting banned in some tourneys, a first that I've ever encountered for an ASW character.
Myoro Posted January 31, 2014 Posted January 31, 2014 Though, I wonder why ASW isn't holding loketests for this? I mean, does it take too much time, money or both to hold them? Not that I don't trust them to do a decent job with balancing but recently we got OP Kokonuts that was so potent, she ended up getting banned in some tourneys, a first that I've ever encountered for an ASW character. Well you could consider CP up till now a humongous loketest, but yeah this is going to be a disaster unless a miracle happens.
NecroTheReaper Posted January 31, 2014 Posted January 31, 2014 Nah. If they just leave the top tiers alone (except of course Koko) and bring up the bottom tier like they've shown publically, I don't think there will be too much issue.
Luminos564 Posted January 31, 2014 Posted January 31, 2014 Well you could consider CP up till now a humongous loketest, but yeah this is going to be a disaster unless a miracle happens. I suppose I could see it that way. Though, I'm really hoping for this to not be a mess when we do get it. I waited more than 5 months for the game to reach North America. I'm not sure how much I'd appreciate having normal BBCP for about a month before it turns into "WTF, why is my shit no longer working".
Effenhoog Posted January 31, 2014 Posted January 31, 2014 This seems like a relatively minor update, more like what P4A got before console release than a full blown game-changing rebalance.
MoneyD90 Posted January 31, 2014 Posted January 31, 2014 This seems like a relatively minor update, more like what P4A got before console release than a full blown game-changing rebalance. Seems like only the new characters are getting changed. Don't forget that this company is very good at telling half truths. i e: new outfits turned out to be Noel only.
heavymetalmixer Posted January 31, 2014 Posted January 31, 2014 Thanks to everyone who made the translation possible, from the Latin American community :D
Circuitous Posted January 31, 2014 Posted January 31, 2014 Seems like only the new characters are getting changed. Don't forget that this company is very good at telling half truths. i e: new outfits turned out to be Noel only. I can't say I ever recall anything besides a shoddy translation even implying that anyone but Noel was getting a different outfit. (Also if you live in Cincy why do I not know you?)
Errol Posted January 31, 2014 Posted January 31, 2014 I guess we get to see just how much arcsys loketests matter.
Ash of Arcadia Posted January 31, 2014 Posted January 31, 2014 I don't know man....niggas gettin' new moves and shit...it ain't THAT minor.
Surf Posted January 31, 2014 Posted January 31, 2014 I can't say I ever recall anything besides a shoddy translation even implying that anyone but Noel was getting a different outfit. (Also if you live in Cincy why do I not know you?) Hm. Remember though when they said something about sprites being completely redone and the like. And another thing that kind of got me thinking some sprites or outfits were changing besides Noel was when I saw Ragna's CP art. Which isnt accurate with his sprite anymore. Since it looks like Mori added a couple more things to his design. But making complete new sprites is expensive and the idea of doing so just probably drop. I do remember them mentioning that though. Or something along those lines.
Justice7541 Posted January 31, 2014 Posted January 31, 2014 I guess we get to see just how much arcsys loketests matter. For most games the answer is "not very". I don't think Arcsys is really getting a ton of meaningful balance input from guys playing a game for ten minutes for the first time. Nothing that a bunch of professional game designers couldn't have caught on their own anyway.
STenSatsu Posted January 31, 2014 Posted January 31, 2014 I don't know, the untested characters are consistently either really bad or ridiculous with platinum being the only real exception.
Errol Posted January 31, 2014 Posted January 31, 2014 well, CP had I think, Mu, Nu, Izayoi untested. Kagura and Terumi are neither really bad or ridiculous. Then you had Valkenhyne and Makoto as ridiculous, but they stayed ridiculous even when they were tested in the next iteration. (Valk remains that way to this day) I don't see much of a correlation TBH. The coming changes aren't bringing any new chars in either.
Tokkan Posted January 31, 2014 Posted January 31, 2014 Platinum untested? What? BBCS2 had like 4 loketests (3 of which were in the same month). Granted the 4th one was mainly to test all the new features NESiCA gave them.
someonewhodied Posted January 31, 2014 Posted January 31, 2014 I hope mu gets a slight speed up on her 3C by like 2 frames. So I can add one more rep here: https://www.youtube.com/watch?v=tTB1CxoSWxw
Justice7541 Posted January 31, 2014 Posted January 31, 2014 CT had dumb shit, P4A had dumb shit. So did vanilla SF4, Marvel, etc. It's not like loketests will help that much for new characters, it's just that it's hard to balance them when you're starting from scratch. Terumi is a pretty fine line between average and ridiculous as it is, imagine if he had, like, slightly better frames and hitboxes on everything. He's already the asshole hitting 8k with two moves on a reset, imagine if he had some godlike 50/50 mixup on top of that like Yu does.
mAc Chaos Posted January 31, 2014 Posted January 31, 2014 I'm half expecting the changes to bring their own balance problems.
Assassinine Posted January 31, 2014 Posted January 31, 2014 Said resets are one-time gimmicks at best, and free pressure / punish for the opponent at worst. I dont think its asking much to get somewhat of a buff to Terumi's mixup. His throw range is so short that its difficult to keep your opponent honest with TRM (a single dash buffered 2A barrier blocked with 1ABC = whiffed throw if you try to TRM throw). His only overhead is rather easy to block, and is only an S starter, so the reward is low even when you do land it. This isnt to say that Terumi needs ultra godlike mixup, but a throw with ~1 pixel range and an overhead that only can be used from C normals and is the equivalent of a 2A starter for combos leaves something to be desired. The "well he gets tons of meter to prop up his game" argument i see used a lot partially backfires because 236D cannot be used in the corner. If Terumi uses 236D in the corner, the opponent can roll out of the corner for free, as they recover faster than Terumi does. As a result, if you want bare basic corner oki as Terumi, you have to omit 236D and lose about 20 heat per combo. This is also true of 632146D, OD 632146D, and OD 63214B, which means if Terumi tries to maximize damage on a confirm, his opponent can then roll out of the corner for free. In the corner you are essentially punished for trying to get meter, or punished for using said meter. I think its a bit silly that after having to make big compromises just to keep the opponent in place, that you then have to deal with not only poor mixup, but poor mixup that gives lackluster reward (and dumping meter to maximize that reward then allows your opponent to roll out for free). Its almost insulting that Terumi's primary gimmick, the acquisition and use of massive amounts of meter, is undermined by this terrible design flaw.
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