What you said about Melty is kinda what it's like with BlazBlue.
the whole Japan deal. BlazBlue is a great game. I don't see why it's shitty. But it's just what I prefer, just like you prefer Melty.
I know I've heard people say Guilty Gear is the most balanced fighter. unfortunately, I never played it other than the portable version. It for sure is harder. You have a point with Super though. I don't have a box so I don't bother with that game. I jumped into PSN after not playing SFIV for months and body the first 4 matches before I quit because I had to go. Also even though it isn't a big deal, it's a big deal to me; the 2 frame lag difference from the Arcade.
Anyway, BlazBlue is the best. donesauce :3
I could bring up a whole list of reasons why Blazblue is bad. These things will make themselves more apparent once you want to actually play the game to a good level. You will experience:
High levels of turtling and the subsequent extended periods of lockdown, since there aren't many ways to open people up since grabs suck, chickenblocking and barrier is overpowered, overheads are weak and the game essentially turns into lots of fishing for random hits.
Many of the matchups will get more tedious because of this, as you pretty much are just "waiting"(read:baiting) for your opponent to mess up and there aren't many real options or counterplay to force otherwise. If your opponent doesn't know about a gimmick or frame trap, thats the most you can get, which of course leads into long bleeding combos just as any random hit does. Some of these lead into a knockdown, some of these don't. Even if they do lead into a knockdown the most you'll get is a meaty OS that you MUST throw out to catch techrolls. Theres no okizeme game or anything, you throw out a meaty to catch bad play EVERYTIME because its the best option.
Blazblue is pretty much that, a game full of fake options where only a few are actually legit (Unless your playing bad players). Fishing for instant blocks, staggers, poking with disjointed normals, Blazblue is pretty much everything annoying and tedious from anime fighters without anything good. Abuse your character or lose, then pick up someone more frustrating that happens to deal more damage, because thats what decides tiers in a game where not many options exist besides constant fishing, poking, and counterhitting.
Both of you are just saying "I like this game therefore it's the best game." That's totally cool n shit but please don't try to sound legit when nobody even plays your games. You live in America so what those Moon people do in their Moon Arena is their own business and don't have nothin to do with us, America, the greatest there ever was.
Moon people are Japs, FYI.
Melty isn't just a legit game because people in Japan play it, its a legit game because you can tell the developers created the game FOR those kinds of people. When you look at the purpose of the mechanical changes, and the moves for each character, as a competitive player you can instantly recognize "Oh this move can probably be used for x" then the 2nd barrier that most games don't reach "Oh this move is probably really good for x!" Thats because there is meaning behind the madness, unlike a lot of fighting games where moves are just simply thought up via tradition, because they worked in previous games, or simply for cool factor and end up just being a "fake" option. Melty Blood creates new mechanics and character designs that "work," add counterplay and make the game have more depth and variety.
Anti-A armor is there because people complained it was too mashy, the shield meter is there to keep parries from being riskless, unblockable ground normals are there to keep people from jumping out of every mix-up and pressure, grab protection is there to make it both a risk and reward for getting in, the different moon styles and according movesets they have make it so if you have a playstyle you prefer, you can do it and be successful. The game has had changes beyond changes to eventually reach what it is today and be so acclaimed as a japanese fighter. I'm not saying its the best/better recent fighting game because I think so, I'm saying it because it deserves so. While every other fighter is out there cashing in on the mainstream fighter craze to appeal to casuals who don't know a thing about the transparent information that goes behind the competitive mindset it takes to play fighters, Melty is in there embellishing it and working hard to appeal to these players. With all the frame-traps, setups, zoning games, mix-up games, yomi parry games, footsies and defensive options Melty just lacks nothing you'd expect from a sound "competitive fighter" and refines it, molds it into its own unique system with rebeats, ambiguous pressure, flexible play and it doesn't hold back just because there are more casual players or balance things just based on how "cheap" things are.
Melty is a game that mechanically I can find almost no qualms with, that spawns from many generations of fighters that basically didn't know what they were doing, and put it into an environment that DID. This is a game that you can say "We've been through this, we've been through that. We can bring all these to the table and this is the fruits of our labor." Melty is the fruits of many tried and true anime fighter (and also some traditional) labor, tested in different games until Melty made it as good as we currently have it. Thats what Melty is in its current form, and thats the kind of respect I think it deserves even if there is no scene or players worth respecting.