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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.
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.
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.
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)
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.
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.
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)
The game has Reverse Beat mechanic. If you want longer combo, you can incorporate some part of autombo. It's pretty helpful.