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Posted

I know this question had probably been answered before, but I've yet to find the distinction. What is tree difference between the two? Or at least the latest iterations of both franchises. To me the main differences seem to be that BB has a more intricate and lengthy combo system. This is just by the video footage I've watched. Also, BB seems to have more fighters that use off character mechanisms. Litchi rod, relius, Carl, platinum, kokonoe, etc.

Sorry if this question has been beat to death.

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Posted

Look, I'm fairly new to both franchises, so I just want to know the differences. Forums are for discussion right? Why should this be closed of the jump? You are seasoned. Give me the low down please. Simple right?

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Posted

As a veteran, I know exactly how these threads go after a while and I'd rather not see it go that way. But if you want a serious answer, I'd say that Blazblue is less focused on setplay and okizemi like in Guilty Gear in certain cases. Guilty Gear has a higher focus on meter management, etc. etc. That's all I got.

Posted

I just think people will see the title thinking GG vs BB was announced and will get disappointed. =/

Posted

There are many differences. It's almost like asking what the differences are between MK9 and SFIV. (though BB and GG DO have more things in common with each other)

GG = +R here. I don't have experience playing Xrd, nor have I studied its system.

 

- GG uses 5 buttons, BB uses 4 buttons.

- Throw in BB is 2 buttons, 1 button in GG

- In GG, the meter you use for "Barrier Blocking" is not a separate meter like in BB. It's called Faultless Defense and drains your normal meter which is also used for supers (i know it's not called supers ... but hey, they are supers :)).

- In GG, you don't have the wakeup options like in BB (forward roll etc...). (Exception: Robo-Ky has a delayed wakeup mechanic). The oki (wakeup) game in GG is much stronger as a result. (a very important difference). Wakeup times are different between characters in GG.

- In GG, the ability to instant kill is activated by entering a special mode as opposed to relying on things like last round, health < X % etc... 

- Inputs for things like "Barrier block", "Burst" are different in the 2 games.

- Gold burst gives you 100% meter in GG if it hits, in BB Gold burst doesn't really exist anymore with the overdrive system.

- FRCs are a kind of rapid cancel that have to be timed strictly and only cost 25% meter, they don't exist in BB.

- Slashbacks do not exist in BB (think 3rd strike "parry", Makoto's parry is not the same as a slashback.)

- Force breaks do not really exist in BB (although some characters like Jin have moves that cost 25% meter, in GG every character has moves like that, usually (always?) based upon existing moves. Think EX moves from SF).

- you cannot hold buttons to tech in GG (you could also not do this in previous installments of BB, but you can in CP).

- you can be thrown out of bursts in GG

- In GG characters cannot double jump after a super jump unless you use a special technique called jump install.

- There are moves that Stun and can be mashed out of in GG

- No guard gauge in BB

 

There are more differences, but these are the differences that came to mind immediately.

Basically they are 2 different games. Playing one will give you a slight edge when learning the other (such as knowing to use Barrier against ground attacks that are air unblockable), however you should treat them as different games.
 

For general differences I'd say:

- GG has gameplay more concentrated on knockdowns into oki

- GG gameplay is faster than BB

- Combos in general tend to be smaller in GG

- in GG super meter is used for a lot more things

- out of the 2 games, I'd say GG is the harder one to learn at a high level.

Posted

One is weird 'metal' inspired characters.  The other is weird 'anime' inspired characters. :P

Posted

Can't do better than nstalkie's post for a comprehensive comparison, so I'll do my best to provide a "nutshell" answer:

Guilty Gear is a long-running franchise that takes place in a post-apocalyptic setting heavily inspired by rock/metal iconography.  The gameplay is most easily described as an oldschool "airdash" fighter: fast movement, moderate-length combos, and a heavy emphasis on pressure and knockdown.

BlazBlue is a more recent series that takes place in a magicpunk setting (one that infuses traditional sci-fi with elements of fantasy magic).  The gameplay is very similar to a number of modern doujin fighters — moderate game speed, low gravity, noticeably buffered inputs, very combo-centric — mixed with a few unique conventions borrowed from GG, such as the existence of a burst gauge and the ability to cancel attack animations at the cost of some meter.

Players almost universally agree that GG has a slightly steeper learning curve than BB, though which game is "harder" to play at a high level is extremely debatable and more or less comes down to a matter of personal opinion and preferred play style.

Posted

That was a great comparison. You are swell for doing this. It's much appreciated! As a new casual arc sys and noob, these differences weren't apparent to me. Thanks.

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