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gamedefier

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About gamedefier

  • Birthday November 8

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    Fighting games, duh.

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    gamedefier
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    lolrus2010

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  1. Seeing as there still isn't any character forums for BBTAG and that this the most relevant thread for this info, I'll post this right here (though mods are free to delete this if game play analysis doesn't belong in a news thread). Just some stuff I found about the P4 cast while playing the beta. Yu Narukami's revolver action (or P combo as they called it in P4A) is surprisingly similar to what he had in P4AU. He can cancel 4A (old 5A) to 2A and back (or vice versa) and still continue on. EX: 4A > 2A > 4AAA > Light Zio. He can then move on to his old heavy chain of 2B to 5A (old 5B) to 5AA (old 5C). The difference now is that the heavy loop is like his light loop so 5A can go to 2B and back (or vice versa) but now if you try 5AA to 2B to 5AA again, only the 5A will come out. It appears Narukami is restricted to one 5AA per string like his 5AAA (old 2C). EX: 5A > 2B > 5AAA > Heavy Swift Strike. EX: IAD j.5AA > 4A > 2A > 4AA > 5A > 2B > 5AAA > Heavy Swift Strike. (Assists can extend this, Resonance Blaze allows for Super ender) As far as I can tell, the only changes to his revolver action is that 4AAA (his old last auto combo normal P4A or his Shadow's last auto combo normal in P4AU) is now placed within the same chamber as his 5BB (old 5DD) (old 2D was also in the same chamber but is no longer usable as a normal, only as an assist, which is his back assist, or 4P), his 5AA is now in the same chamber as his 5AAA, and that 2C (his old 2AB) is now the last normal in his string (couldn't be used once he began using persona normals and could only cancel into 2D). TL;DR: The revolver actions of Persona characters is largely the same as it was in P4AU, only now they can still do sweep after doing their last auto combo normal and sweep is the very last normal you can cancel into in a single string. Minor changes exist between characters but this holds true for the most part.
  2. A survey about BBTAG was recently released by Arc System Works where players can offer feedback about the game. In it you can rate the difficulty and fun factor of the game's mechanics and also suggest characters for the game. One section is for suggesting BB, P4A, UNIEL, and RWBY characters while another is for characters outside of these franchises. Here is a link to the survey: https://business.form-mailer.jp/fms/b8a3b5b877261 PLEASE MENTION INCLUDING AN ENGLISH DUB IN THIS TITLE IN THE FINAL SECTION! We may get one for the RWBY cast or even the entire roster, but I'd like to avoid the BBCF debacle this time around. I totally forgot to add it when a friend told me after I completed the survey and I felt so stupid.
  3. In P4U the auto-combo system gave everyone a unique normal string (normals that could only be done in the auto-combo and no inputs exist to use them outside of it i.e. Narukami's 5AAA must be preformed by doing 5A > 5AA > 5AAA) that usually consisted of three attacks though some characters have more. Additional light attack inputs would result in a special attack (for Narukami it was his air light Raging Lion special) and after that a super if you had the meter for one (again for Narukami it was light Ziodyne). This auto combo could be used on it's own for those who don't know how to combo, but, unlike the auto-combo system of BB or even the recent Marvel VS. Capcom Infinite, this auto-combo could be used within other combos. Here is an example from P4AU with Narukami, with brackets showing where the auto combo is: (In corner) (Fatal Counter): Heavy Raging Lion > [5A > 5AA > 5AAA > Air Light Raging Lion] > 5A > 5C > 2C > Heavy Raging Lion > Cross Slash. I like the idea that the auto-combo is a tool for players of all skill levels rather than just a crutch for inexperienced players. Also, no walking? Will this hurt footsies and spacing with characters who need micro-adjustment (like my boi Hakumen)? What about characters who can't run in the first place (also like my boi Hakumen)?
  4. So is anyone in this forum going to the New York Comic Con? I'm sure we would all like to get some info on the game's mechanics as soon as possible and having someone with experience playing Arc System Works fighters would result in the most accurate analysis of how the game will play. I wonder which game's system mechanics will be most dominant. If I had to guess my money would be on blazblue seeing as it is in the title. I imagine it will use the four button layout of light, medium, heavy, and drive (or its equivalent). Personally, I hope P4A's auto-combo system returns here. It was way better implemented than BB's stylish system IMO. Did UNIEL have something similar?
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