BlazBlue Cross Tag Battle

BlazBlue Cross Tag Battle

TJM5 Jun 7, 2018 @ 8:28am
Gameplay too simple?
Is it just me or is the gameplay really simple compared to other Arcsys games?

It just feels like the game is playing itself, it's just trading combos back and forth and I feel like I'm watching a cutscene.

Is this the way it's supposed to be or am I just playing wrong?
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Showing 1-12 of 12 comments
You're probably playing with people who still see it as a 1v1 game, and as such it's surely less complex than the games its characters are taken from. It will become way more complex when people will start exploring all the tag options like Cross Combo and the different assists.
Ranmaru Rei Jun 7, 2018 @ 9:14am 
You're playing wrong. Try, for example, some combo challenges. For instance, Blake.
Also, as mentioned before, using assissts is essential in this game and helps to build combos with big damage, that can obliterate to 80% Health Bar or even more.
Last edited by Ranmaru Rei; Jun 7, 2018 @ 9:14am
Kyuzo Jun 7, 2018 @ 9:25am 
Not exactly simple.
While other 1vs1 games (the very BlazBlue series, for example) focus more on developing complex combos, this game focuses more on tag mechanics and timing.
Once you learn how to use tag attacks in order to continue your combo, your possibilities grow. And there are many character combinations (20 characters makes 380 team possibilites, if I am not mistaken) which requires time to understand and practice.
Mevious Jun 7, 2018 @ 9:44am 
Originally posted by Kyuzo:
20 characters makes 380 team possibilites, if I am not mistaken
That's only if order matters (a team with characters A and B is different from a team with characters B and A), otherwise it is half of that: 190.
DJukor Jun 7, 2018 @ 9:48am 
Think of your 2 characters as a single character and you will reilize how not simle it is.
All of the best combos in the game are dependant on asists and the fact each character has 3 asists just expands the options you have during a match.

If it playd exacly as the games it corsses over and had a tag mehanick on top of it it wuld be way too comlex and inposible to balance.
Last edited by DJukor; Jun 7, 2018 @ 9:50am
Ranmaru Rei Jun 7, 2018 @ 10:44am 
Actually, I realised the reason of lack of directional normals only, when I tried the game. Sometimes you need to press assists buttons simultaneously with attack buttons to time assisst well. We have 3 assissts: 4P, 5P and 6P. So, something like BB+4+P... Second B of autocombos goes with back assisst. If the game had on top of assissts, directional normals, it restricted some combinations of attacks and assissts.
Last edited by Ranmaru Rei; Jun 7, 2018 @ 10:45am
Ezioless Jun 7, 2018 @ 11:00am 
Compared with the previous games, this one is a bit simple in terms of gameplay, I really do not like the fact that the autocombo is "mandatory" at least from my point of view, it's like now we're always playing in "stylish mode "
I like the complex gameplay of the previous BlazBlue and it would have been really good if they made it complex here too, think about this:

Low health in the characters (I can understand it as they are team battles)
Autocombo
The "grab" now runs forward.
They removed character abilities and simplified many others.
There is no "grab air"
Now always run forward instead of walking (minor detail)
No taunt botton (it's not important but I liked it)
The Astral Finish now runs the same command for all the characters and does not require the opponent to in danger (I now, is like Persona 4 Arena)

I admit that I really like the system of combined attacks and how it can be used to create good combos, I know that they did all this so that the few experienced players can participate and enjoy the game.

I also know that the complex of the game is the same team battle and all the possible varieties that can be created but ..... it feels a little strange with all the mentioned.

SkullGirls for example is another fighter team battle game with complex gameplay and the system is really good.

Do not take me wrong, I really like this new BlazBlue but it could have been much better if I did not fit the basics. (low-medium-heavy-skill)

:shootfirst:Sorry for bad english and Makoto best girl.:andm:
Pig Mac Jun 7, 2018 @ 11:16am 
I miss a bit of the 'raw' control of the old BB moves a lot still. But the game ain't easy or simple just since we now have a quartercircle as hardest input..

Really hard to learn to re-think re-learn the game, (as it's not the same game), and quite a few have become insanely good fast.

It's a lot of fun actually, sadly I still suck at it, hardly won a single match outside newbie room.

The practice don't get easier from the AI being totally hopeless, and they don't play BBTAG, they Still play their respective game even on highest difficulty, very seldom to they even change char during a vs match.

I'll try to keep learning, even if the difference between different players usage of the chars are insane!

Can wait 'til the 90th, when the rest of the known DLC's drop, as in them are either my main or my second.
Ranmaru Rei Jun 7, 2018 @ 11:24am 
Originally posted by Ezioless:
Autocombo
The "grab" now runs forward.
There is no "grab air"
No taunt botton (it's not important but I liked it)
The Astral Finish now runs the same command for all the characters and does not require the opponent to in danger (I now, is like Persona 4 Arena)
Persona 4 Arena and Under Night in-Birth has auto-combos and it's essential part of their gameplay. UNiB and P4AU has no taunts. UNiB has no aerial grabs.
Originally posted by Ezioless:
SkullGirls for example is another fighter team battle game with complex gameplay and the system is really good.
Skullgirs has no 3 assissts per character just 1, and it's a 6-button fighter unlike BBTag.
Last edited by Ranmaru Rei; Jun 7, 2018 @ 11:34am
Ezioless Jun 7, 2018 @ 11:53am 
Originally posted by Ranmaru Rei:
Originally posted by Ezioless:
Autocombo
The "grab" now runs forward.
There is no "grab air"
No taunt botton (it's not important but I liked it)
The Astral Finish now runs the same command for all the characters and does not require the opponent to in danger (I now, is like Persona 4 Arena)
Persona 4 Arena and Under Night in'Birth has auto-combos and it's essential part of their gameplay. UNiB and P4AU has no taunts. UNiB has no aerial grabs.
Originally posted by Ezioless:
SkullGirls for example is another fighter team battle game with complex gameplay and the system is really good.
Skullgirs has no 3 assissts per character just 1, and it's a 6-button fighter unlike BBTag.

I know those details that you mention but since the game is called "Blazblue" it had the faith that it would remain like most BlazBlue.
Come on, sure you also expected to see air grabs, taunt or see how they would be without autocombo in characters like Linne, Chie or anothers. :yumiko_lg:

On the other hand is not so essential at least in Undernight, we can play without the need to use the Autocombo as in Dragon Ball FigherZ.

Regarding SkullGirls, it contains the system that was saying about "low-medium-heavy" only (in skullgirls both in fist and kick in six bottons)
Ranmaru Rei Jun 7, 2018 @ 12:11pm 
Originally posted by Ezioless:
Come on, sure you also expected to see air grabs, taunt or see how they would be without autocombo in characters like Linne, Chie or anothers.
Actually, no. I played more P4AU and UNiB, than BB. So, I was pretty aware of such moments from the very beginning.
Originally posted by Ezioless:
On the other hand is not so essential at least in Undernight, we can play without the need to use the Autocombo as in Dragon Ball FigherZ.
The game has Reverse Beat mechanic. If you want longer combo, you can incorporate some part of autombo. It's pretty helpful.
Last edited by Ranmaru Rei; Jun 8, 2018 @ 3:14am
Redblaze27 Jun 7, 2018 @ 12:22pm 
Its a mix of focus on the tag element of the game & being catered a little to non-fighting game players.
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Date Posted: Jun 7, 2018 @ 8:28am
Posts: 12