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The BlazBlue Thread: all the imports!

Smooth Criminal

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You're actually right, since I don't think the game's really sped up. It's just the hitstop change is shorter this time.
And I'm actually fine with that. The long hitstops and the combo duration were things that didn't interest me.
More or less my gripes with the originals, really. Well, except for the character thing, but that's just me being a goober.

Smooth Criminal
 

Rutger

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I've always been okay with the overall speed of BB, but shorter combos will be nice, though I still want someone with Chipp like movement speed.


Cool to see videos finally starting to show up.
 

Raziek

Charging Limit All Day
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I really like Noel's new look.

And the new feel of the game, holy crap does it ever feel nice from watching it.

Except the SFX, those might take a bit to get used to.
 

LivewiresXe

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New astral looks weeeird.

I like it though.

edit: Actually, I take it back. It's kind of lame compared to her old one. :I

I kind of like the look of it, but I think my issue with it is that it has to be a counter hit so that now we can't pull off combos INTO the Astral. And since she's not a Hakumen type character, I'm not sure it works.

That being said, the game IS really sweet watching. I don't know how to explain it but it just feels more "crisp" and "smooth" than before.
 

Rutger

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SFX sound kind of loud, I may lower them when I get the game, otherwise I'll probably drown them out as quickly as I did with the navigators in P4A.


Noel's new astral is silly, it fits her.
 

Lythium

underachiever
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I kind of like the look of it, but I think my issue with it is that it has to be a counter hit so that now we can't pull off combos INTO the Astral. And since she's not a Hakumen type character, I'm not sure it works.
I'm okay with it being a counter, because her drive invuln makes sense for it to be a counter. Sad that I won't be able to combo into it anymore though. ;-;

Her drive is sooo slow now though. 2D is like a very long rainbow.
 

LivewiresXe

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I'm okay with it being a counter, because her drive invuln makes sense for it to be a counter. Sad that I won't be able to combo into it anymore though. ;-;

Her drive is sooo slow now though. 2D is like a very long rainbow.

Be that as it may, it seems to have hella good reach and...I want to say d.5B is what was wallbouncing, which if true is amazing.

And holy crap at checking Twitter to find CP hype all over it.
 

Minato

穏やかじゃない
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Be that as it may, it seems to have hella good reach and...I want to say d.5B is what was wallbouncing, which if true is amazing.

And holy crap at checking Twitter to find CP hype all over it.
It is d.5B. Plus the transcription is just right there.
 

Lythium

underachiever
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Yeah, I'm liking the d.5B wallbounce. Gives it some more utility than in previous versions, espcially since Bloom Trigger doesn't wallbounce in the corner anymore.
 

LivewiresXe

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Oh yeah, noticed Bloom Trigger kind of just sticks them there against the wall now. I wonder if Assault Through still wallbounces. *ducks to avoid the incoming "obviously ___" comments on account of not seeing any Assault Through footage*
 

Raziek

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So I decided I'd summarized what I've seen of new Hazama so far, others might benefit from it.

- Stance dash/backdash looks super good, can use specials out of it. Sets up for stance oki high/lows and roll coverage, strong baits with backdash.

- Flash Kick doesn't launch as high. Regular CH seems hard to pick up off of, but FC is still good. However, this means it can be used in more combos, I saw it being used after Jayoku (charged) to dash under, then pick up into 623D to put them in the corner.

- Has what looks like a new command grab super out of stance. Cannot confirm, as I didn't see it land, but I did see a super flash from stance.

- CH 2C is still digusting damage. Saw 4k ish midscreen meterless. Pickups from 623D look easier than Extend, j. 6D didn't seem to need a stance cancel to work.

- Saw very little 6C, the attempts at using it in combos whiffed. Not sure how that will turn out.

- j.214B ends a lot faster and Hazama doesn't stall in the air. Means he hits the ground much sooner. Stronger oki, might even be able to pick up off it if he's close to the ground. RC combos out of j.214B still work.

- Stance Overhead seems a bit nerfed, might be negative on block or have slightly less range uncharged. Not certain.

- j.2C and j.B still godlike, j.B crossup still really strong.

- 5C doesn't launch as high, cannot pick up 5C 4D. However, 5C 2C 4D seems to work. 5A anti-air still works into the aforementioned combo. (5a 5C 2C 4D)

- Saw a loop that involved j.cx4 into landing 5b, relaunch j.cx4 5b in stuff. Looked like 2 reps, maybe 3 based on proration.

- Chains in general seem a bit safer, pickups on anti-air chains looked smooth. (6.D->D j.cx3 214B)

- Overdrive looked pretty useful, but maybe not enough to justify not using the burst.

Will add more as I see more Hazama play.
 

LivewiresXe

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Is Sweet Chin Music still "oh what the hell?" crazy when used as an ender or with apparent priority/odd damage? And is it more or less punishable on whiff? Just curious.
 

Raziek

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I didn't see too much of it, as most of the Hazama's matches that I saw were against an Arakune who would burst the instant anything remotely threatening like 3C or 6A hit him.

I saw it hit as a starter for the same ridiculous damage, but didn't see it in a combo.

I have a feeling it's probably essentially the same.

Edit: Just saw it used out of 2A 5B 3C for 1200, which I believe is slightly over minimum damage, and about what it used to do. So probably the same.
 

Raziek

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More Hazama stuff!

Additional notes:

- Flash Kick doesn't seem to wallbounce anymore.

- Zaneiga out of Jayoku still works, combos into 6C like it used to. Dash 5C whiffed afterwards, not sure if nerfed or player mistake.

- Stance backdash/dash can be used multiple times in one stance.

- Raw Zaneiga still huge damage if you land it.

- j.2C still gets janky pickups.

- 236D wallbounce into 5C 6C still works

- Airthrow 6C works, but Dash 5C whiffed. Starting to think 6C dash 5C may not work anymore. Dash 2C seems to work, hilariously enough. Disregard, Dash 5C worked that time. Possible because of CH proration.

- Definitely a command grab super, but it whiffed again. Saw the full super flash this time.

- Throw into Jayoku still works.

- New Nightmare Fiction scripted intro is super swag.

- Can act VERY quickly out of stance retraction. Saw a j.5D~D j.b that was so fast I thought it was a new move.

- Back-throw now bounces off of a wall REGARDLESS of screen position, and combos into Zaneiga for disgusting damage. http://www.youtube.com/watch?feature=player_detailpage&v=knwMjOHR-5A#t=35s

- Aithrow Zaneiga dash 6c still works. 3.2k meterless.

- CH Flash Kick still works into Jakou from at least a certain distance.

- COMMAND GRAB SUPER CONFIRMED, LOOKS SUPER COOL. http://www.youtube.com/watch?feature=player_detailpage&v=knwMjOHR-5A#t=533s
2.5k damage raw.

Posting these, as this one is getting large.
 

ぱみゅ

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I can't wait to put my hands on the OST, I couldn't listen to many, last night my internet was acting up, but at least Marionette Purple, Gluttony Fang, Alexandrite and Bullet's theme sound amazing.
 

Jdietz43

BRoomer
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I don't know if anyone else noticed yet: but it appears based on the Tsubaki vs. Bang video that Bang must now fill his FRKZ individually. That is: Each of his four drives is now mapped to a FRKZ symbol and he must hit all four to enable FRKZ. Kind of an interesting change.

https://www.youtube.com/watch?v=ilvcTaZwPiU&feature=plcp

(If you notice, during the first round he misses a 6D and the second symbol does not fill rather than the symbols filling from right to left on any hit as previously)


Also: gotta say I'm not enjoying the new sound effects. They're kind of ear grating, hopefully I'll either get used to them or will just turn them down when I get the game.


EDIT @ Raziek and Lythium etc: Which system are you guys thinking of doing this on, PS3? I'm down for having a more regular time to meet with people to play BB.

EDIT 2 @Minato: What exactly do the end credits hint at? Hype for Kokonoe = high yes plz
 

Jdietz43

BRoomer
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I may very well splurge and get a copy for both platforms now that I have a stick, (so it's not a chore to switch).
 

Minato

穏やかじゃない
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EDIT @ Raziek and Lythium etc: Which system are you guys thinking of doing this on, PS3? I'm down for having a more regular time to meet with people to play BB.
Not that you asked me, but usually it's PS3 for air dash fighters like these. More people and better competition, imo.
EDIT 2 @Minato: What exactly do the end credits hint at? Hype for Kokonoe = high yes plz
I dunno. I just saw a post or two in the DL general thread for BBCP talking about it.
I don't care much for Kokonoe (well, mostly the fanbase) so I didn't look into it. lol
 

Jdietz43

BRoomer
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Not that you asked me, but usually it's PS3 for air dash fighters like these. More people and better competition, imo.

I dunno. I just saw a post or two in the DL general thread for BBCP talking about it.
I don't care much for Kokonoe (well, mostly the fanbase) so I didn't look into it. lol
I was asking which platform they'd be playing on since that's what matters if I feel like joining in. I know you play on PS3.

Ok. (you don't have to be so negative about it lol)


EDIT: I see Lythium only has a PSN entry on the OP so I'mma guess this is going to be PS3. (By the way, you can put Arakune in for my entries on those lists if people still keep up with those)
 
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