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The BlazBlue Thread. V-13 hates you! Edit: Now with gamertags! <3 See first post.

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
They are the same as the Hori EX2 for 360. Aka they are nice sticks but they won't last forever.

Why the **** would you want a stick for Wii?
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
So can all other sticks...

But idk if the Wii one is easier or anything.

EDIT: Btw Zero you should really join my party when I send you invites. I've been playing with the top ranked player on Xbox Live and I've been telling him that you're the best Rachel but you don't play ranked matches.

It's cool though he plays V-13, it should be an easy win for your Rachel.


o wait
 

Zero_Gamer

Smash Master
Joined
May 13, 2008
Messages
3,134
Location
Reidsville, NC (Not anywhere)
Wii stick is easiest to mod and Tatsunoko vs. Capcom is coming out soon (w00t, Zero and Megaman are in it).

lol, I should play Blazblue.

But I have to save Gnome Chompski from the Infected.

And I'm not the best Rachel, lol. It's just that I never lose with her.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Ugh Taokaka looks to be the new most annoying character in the game.
 

CRASHiC

Smash Hero
Joined
Oct 27, 2008
Messages
7,267
Location
Haiti Gonna Hait
As long as she's like DDD and not a huge top threat unless in very specific hands, shouldn't be a problem. So let's hope for that.
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Her loop looks pretty insanely easy to do and it looks like you can start it from any CH
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
Top
Litchi, Bang

-----Insurmountable Wall-----

High
Ragna

Mid
+ Tao, Hakumen, Carl
o Hazama, Jin, Arakune
- Tsubaki, Tager, Lambda

Low
Noel

-----Insurmountable Wall-----

Bottom
Rachel

Reasons:

Arakune - potential is there; very high damage combos and strong everything when curse is active; However, due to how easy it is to stay blocking forever thanks to the guard primer system, he may have very few chances to do any damage even if the opponent does get cursed; probably the character that can fluctuate most from high to low

Bang - fast jabs; better damage; new B nail solves the running out of nails problem; stupidly fast and safe reversal super; strong mixups with command throw, double airdashes, and crossup kick

Carl - no clap loop and j.2c overhead nerf hurts; however punch loops allow him to continue pressure and have many mixup opportunities/unblockables; the overall damage nerf across all characters no longer lets him die in 2 combos; volante and CH j.c are very nice additions; definitely a contender for high tier

Hakumen - escaped the damage nerf; new 4c and j.c are great pokes for zoning; projectile bubble is helpful; high hp and auto-meter gain allows him to hold onto leads very well; still has difficulty catching opponents; poor mixups; strengths generally outweigh weaknesses enough for him to be a contender for high tier

Hazama - strong zoning and great at escaping pressure; IB > reversal super is great with high damage; fairly good mixup game that only has room to improve; flip kick reversal is a relatively safe 'DP'; low mobility without the chain and seems to have trouble dealing with characters up close; his damage has improved with time; could possibly be high tier

Lambchops - low damage, but zoning is still strong and reversal gravity well gives her good AA; new act parsers are good offensive tools for mixups and pressure; leaning toward low-tier, but specific matchup advantages may overcome that

Litchi - improved damage; long range high priority normals for any situation; combos off any hit extremely well into full BnB for knockdown and oki; staff covers all her approaches; better shishin; rc-able tsubame; all combos lead to corner; can use super meter to trap opponents in the corner and make her oki incredibly safe and damaging

Jin - seems to be more defensive now with less ability to end combos in knockdown and oki; new j.c is a great zoning tool; pretty solid but his tier placement depends on how much is discovered about the others rather than on what he can do to improve it; probably mid-high

Noel - damage isn't high enough to justify how unsafe it is to approach with her; short range (tsubaki is just as fast with better range and safer rushdown imo); no more 2d overhead; greatest strength seems to be air-to-air jabs for low damage

Rachel - R.I.P.

Ragna - high damage meterless combos let him save all of his meter for RCing unsafe moves; belial edge allows him to have good positioning after air combos now; great normals (2c greatly improved); not top because he can't cover his approach with projectiles like the other two, more predictable mixups, low health

Tager - damage is relatively high; slightly better AA; easier to magnetize opponents; throw setups are stronger/require more guessing; backdash seems to beat most of his options aside from spark bolt; still easily outranged and zoned by long-range or speedy characters with good normals (most of the cast); might still end up low-tier due to certain bad matchups but not nearly as bad as CT

Taokaka - relatively unchanged; good mixup potential and strong combos; still lacks good oki and decent AA; taunt loops make her a strong contender for high tier

Tsubaki - speedy with decent range; strong ground-to-ground and air-to-ground; ok AA options but terrible air-to-air; gains heat meter quickly; with charge meter, specials make her threatening from any range; charge cancel, fast overhead, and long kara-throw give her a strong pressure game and decent mixup potential; low average damage without charges; has average damage with charges but difficult to find chances to charge against fast opponents; may need to forego oki to build charge meter; install has a lot of potential for damage/mixups, but has yet to see widespread use; may possibly end up being low-tier
10 characters
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Jin has pretty much the exact same ability to end combos into knockdowns though. All of his freeze combos can still end in 214C and many of his new BnB combos involve 6C (which also ends in 214C). Ground combos end in 3B (so they end a little earlier, but you still get the knockdown) 214 B is simply used a lot less than before, but his ability to end combos in knockdowns didn't get that much worse. For a quick idea of what I'm talking about: http://www.youtube.com/watch?v=12_jmt5YTEI
Only 3 of his combos DIDN'T end in a knockdown or standing reset (landing in front of him while frozen). In a corner he can even switch back to 214B if he wants to go for a tech trap instead of a knockdown (which is sometimes a good idea because they may not be able to tech until they're right above the ground anyway, giving you a larger frame advantage)

I agree with his placement depending more on others though. His moves saw improvements in general (5C and 2D getting faster, C mash being...good. 6B comboing into the new good C mash?), but so did a lot of the characters in his general area (cept Arukune lol). I still think he's better than Hazama though (or at the very least has an advantage in the matchup).

/personal opinion
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
Hakumen - escaped the damage nerf; new 4c and j.c are great pokes for zoning; projectile bubble is helpful; high hp and auto-meter gain allows him to hold onto leads very well; still has difficulty catching opponents; poor mixups; strengths generally outweigh weaknesses enough for him to be a contender for high tier
:)

Also yeah I agree with Dark Sonic he definitely still has a lot of combos that end in knockdown.

Okay so I think I might go all out for BBCS and get really freaking good at this game.
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
I'm gonna go with the person who played the game a lot instead.
Though you didn't cite who you were quoting so for all we know these could all just be YOUR personal opinions.

And only the second paragraph of Dark Sonic's post was opinion. The first was observation.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
I'm gonna go with the person who played the game a lot instead.
Well that was kinda rude <_<. I mearly said that Jin has no problems ending combos in knockdowns, which the video clearly demonstrates. And this isn't just an isolated incidence. A lot of Jin's knockdown combos used 214C in the first place. The knockdown combos he lost from 214B were mostly extremities. Situations where he had maybe landed a 5C or 5D poke at the absolute max range with no counter hit on a standing opponent, or an air combo where he had already used a freeze (not really needed anymore thanks to 6C comboing into 214C anyway)

If I was wrong you could've at least told me WHAT I was wrong about. Afaik my post made a lot of sense.
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
Well that was kinda rude <_<. I mearly said that Jin has no problems ending combos in knockdowns, which the video clearly demonstrates. And this isn't just an isolated incidence. A lot of Jin's knockdown combos used 214C in the first place. The knockdown combos he lost from 214B were mostly extremities. Situations where he had maybe landed a 5C or 5D poke at the absolute max range with no counter hit on a standing opponent, or an air combo where he had already used a freeze (not really needed anymore thanks to 6C comboing into 214C anyway)

If I was wrong you could've at least told me WHAT I was wrong about. Afaik my post made a lot of sense.
Don't worry, it made sense. Don't take it personally, DC does this to everyone

But then he posts tier lists and amazing pictures sometimes too so it all sort of evens out imo

He also posts more than anyone else in this thread by a lot

http://www.smashboards.com/misc.php?do=whoposted&t=239798
 

DC

Smash Cadet
Joined
Dec 30, 2001
Messages
55
lol I wasn't intending to be rude don't sand up your **** about it.

And I'm naming my first born daughter Noel.
 

Mike G

███████████████ 100%
BRoomer
Joined
Oct 3, 2002
Messages
10,159
Location
The Salt Mines, GA
What is Seithr, and what is Azure? I've watched the story modes for all characters on Youtube, and they never CLEARLY explain it. Can anyone shed some light as to what the Azure and the Seithr are? Also, if anyone could explain to me how Arakune became...Arakune...that would be helpful.
Someone please answer this man's question or I'll Destroy this thread! :mad:
 

Winnar

Smash Lord
Joined
Aug 29, 2007
Messages
1,921
Location
Mississippi
Well...my understanding/personal conjecture purely from playing the game (doing no outside research, though I did hear there's a good plot synopsis on wikipedia?) is as follows:

The world is in a loop such that after a while Ragna always lets loose the Black Beast and brings the apocalypse.

The space in between worlds is the void, which is where Hakumen came from.

The void holds worlds of infinite knowledge and power and such. Arakune (before he was Arakune) was a scientist who unlocked the void and entered it. When he exited he had infinite knowledge but no body/mind to contain it/utilize it. Basically he is infinite knowledge hindered by infinite madness.

Seithr is some kind of poisonous energy that most people can't go near. It's sort of like radiation except that it can be utilized.

Azure or whatever it is is a weapon that utilizes Seithr.

Ragna is originally thought to hold the Azure Grimoire, which is the greatest of all the azure weapons (iirc it's called something different?). We find out later that he has a replica of sorts? Either that or he has the AG but its potential is not unlocked so people don't recognize it as the AG.

I don't know if any of this is right or even close to right but in my defense the story was intentionally vague and convoluted.
 
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