Tips submitted by lojikbmb, rafael2487, Frost and some anonymous readers.
I like where this is going. *inb4complaintsaboutautocombos*
Stick looks awesome. Like the six button layout.
Chie's the best.
Yeah.....that video confirmed it.
Akihiko main, day one.
@6, sorry you don't make the rule. this game a great, the #1 fighter in Japan right now. hold that.
The auto combo im sure will be for scrubs. You can think of it as the ABCS j.BBCS in marvel..while its there its not the most optimal combo to do.
Lots of uninformed folks in here. The auto combo is just like doing ABC in BlazBlue except you press AAA. You can interrupt it from the first to third hit and it gives you bonus Burst and Tension meter on the third hit.
The benefit of the auto combo is that it allows newbies to do combos while ALSO preventing silly mash-out-A outta guard tactics and mash A block strings since the auto combos are FAR from spam worthy.
The auto combo actually makes you focus more on staggering your block strings and doing more tick throws; something BlazBlue lacked for the most part.
Right now, the game is nicely balanced (with some problems regarding Chie and Mits.) and the game is actually far from a scrub game.
You have to know how to manage your Persona or you're Persona can get screwed and you're left without one for quite some time.
The gameplay is also concise and as fast as Guilty Gear.
So far it has a solid start and a good amount of support with a patch already on the way for the arcade release.
Here's some direct feed HD footage of the game. It's an arcade in Japan.
If anyone has questions, I can answer em as well. THIS is the game I've been looking forward to for a LONG time compared to other fighters.
I've been keeping a very close eye on it since release and know a lot about the engine along with the characters.
The home console release is gonna have loads of content that is on par with BlazBlue or even more.
The Story Mode is deeper than BlazBlue's and the game is considered a canon sequel to P4. Atlus is working hard with the Story so that it isn't a spin-off type of quality.
There might be more characters for the console release and they already have a good amount of features for the game.
Here are some screenshots of the home release.
Menu: http://andriasang.com/con0qo/images/2...
Story Dialogue(Japanese): http://andriasang.com/con0qo/images/2...
Akihiko pissed at Chie: http://andriasang.com/con0qo/images/2...
I have $60 saved up from not buying Jab X timeouts so I guess ill give this a shot.
#15
lol nice description
yeah game looks more fresh then bb so ill try before buy
@10 get it correct its not the best gane in japan its the most popular being that it just came out and alot of people are trying it since its new.thats like calling skullgirls the best game in america since its best selling xbl game.that being said all the weeabo comments are boring no
e,the game looks hype if u dnt wanna play u dnt have to
*opens tutorial video*
*hears annoying voice*
*close video*
my friends and my older brother who lives in japan said that this game is not just popular bcuz its new cuz its also good!
they say the game is so much fun that it brings back nostalgia memories of guilty gear and jojo bizarre back, even comparing the gameplay and mechanics from guilty gear, they also said so far the game is really promising and definitely outshine blazblue in all sorts!
Aside from the rapid A combo, what would a standard BnB look like from any character in the game? You can pick any character you please, I just want to know if there is anything outside of the rapid combo.
Also, are there more than two color palettes for each character? How do you access them?
thanks for your time. I've been waiting for this game for a while. Day 1 buy
@ #24
I think they have around 12 palettes each, and out of them, one is a Guilty Gear palette, another is a BlazBlue palette and a final one is a Persona 1/2/3 palette.
http://megamitensei.wikia.com/wiki/Pe...
Scroll down a bit to get the rundown.
BTW, I'm sad that Dave Wittenberg isn't voicing Teddie, but the way I see it, he just wasn't available, as he's still voicing characters in games and animes.
@6 @23 @13
I was also worried about auto A combos too, but the regular mash A combos look very unsafe on block, and that vid #13 linked showed the players seeming to do linked jab A's to create hit confirm combos. So if anything, it's a little harder to create safe hit confirm strings.
@33
those people are stupid. they play mvc3 with auto-combo same as this game too. AAA for combo is no different than ABC.
The only different is ABC is more noob friendly because you can't mash AAA all the time or you will die.
If anyone is interested about the game engine, I'll explain what systems they've added to balance the fundamentals in this game.
Everyone has a Universal Overhead (with one hit of armour) that varies in framedata but has the same purpose of going into an all-out rush attack that ends in a fatal counter, which is more important than a regular counter. This means everyone has an overhead. You can tell how it looks like when they flash white as they do some move.
Everyone has an R-action where they flash yellow and do a focus-attack type move that usually acts as a reversal. Everyone also gets some blue health that they'll lose if they get hit. It's not the same type of action for everyone however. Kanji goes all Blanka-electricity mode when he does his. Yosuke does a Tekken parry when he does his.
Super cancels balance the playing field by taking blue health if you do it. It's basically a risk of if you should super cancel and get more damage but risk blue health, etc. The reason why it balances the game is because of how much damage everyone can already do.
You can air-turn and ground dodge. That means everyone can cross-up in this game and cross-under or escape tight block strings.
You can auto-combo, which allows for easy entry into the fighting game while also getting rid of MASH A tactics. Basically, it makes you focus more on staggering block strings and tick throwing. However, if you do the auto combo, you do get the benefit of bonus Burst and Tension meter on the third hit.
Anti-air is another fundamental that has been boosted in this game. They took the concept from BBCS2 and made it more viable. Basically, everyone has an anti-air, which is 2B(like c.HP in SF). The reason why this is so important is because everyone can air guard attacks BUT this. They'll always get hit in the air unless you did the 2B in the middle of some chain or staggered block string(???).
Everyone can short-hop, allowing for air AND ground pressure (with the exception that you can only attack starting at the peak of the jump).
Everyone can Alpha-Counter.
TL;DR:
--Everyone has a good overhead.
--Everyone has a reversal.
--A tool for cross-ups AND cross-unders.
--An easy means of comboing with the auto combo that also prevents mash tactics while making you focus on staggering block strings and using tick throws.
--Blue health helps balance the game without being too unfair.
--Useful anti-airs that prevent chicken blocking and bring more focus to anti-air fundamentals in an air-blocking game.
--Short hops that let you keep pressure and can be mixed with an air turn.
--Everyone can Alpha Counter to get out of annoying block strings at the cost of 50% meter.
@36
I'll start with Chie. The two problems with Chie is that her 5B (comparable to a s.MK/MP) nets a Fatal Counter instead of a regular Counter, and her R-Action (a Gouken-type parry) does too much damage while being relatively safe on whiff.
This means that she can spam her R-Action in the frame holes of your block strings. It's fkn annoying.
It also means that if she gets an FC on you with her FAST and GOOD REACH 5B, you can kiss 50% health goodbye if she finishes with a super.
If you wanna know why a Fatal Counter is so important, it's basically a counter with some added properties of less scaled damage on the following combo along with less untechable time for the opponent by 2f(???) for each successive attack in the combo. That means you can do an insane combo that does a good amount of damage.
Usually, a Fatal Counter is reserved for slow moves so as to give a better reward.
Almost forgot; the super she gets in "Awakening Mode" is extremely annoying and an easy way to get in.
Now for Mits...
Mits has the problem of having a lot of safe normals that have insane reach AND having quite possibly the best DP in the game, which is too damn good. She also has an insanely good super.
Her DP is her R-Action, which means she gets blue health...however, it's a crescent upper DP where her sword is basically a shoryuken that hits on all sides. She's also relatively safe as the blockstun is strong.
Her normals are also long reaching and very good. This isn't so much of a problem as her R-Action, but it adds to her skill. Coupled with her glacier super that is air-unblockable and has insane reach and active frame time, she's very good.
TL;DR -- Chie has a cheap R-Action, awesome "Awakening Mode" super and her Fatal Counter is too good. She's very good as it is without those.
--Mits is basically awesome normals and a cheap as hell R-Action.
The good thing is that most of this crap is getting patched in the end of May AND the pros have found even more tech with other characters that make them better than Chie at least.
Here's the current Tier List (DON'T ARGUE THOUGH) taken from dustloop.
S Tier: Aigis, Mitsuru
A Tier: Teddie, Akihiko, Yu, Yosuke, Chie
B Tier: Shadow Labrys, Labrys, Yukiko, Kanji, Naoto, Elizabeth
@37
Thanks for the detailed reply!
It's weird.. Most of the vids I see of Mitsuru, she loses. And there aren't that many of her. I see A LOT more of Chie and she wins most of them too. I guess I'm watching the wrong vids. haha xD
If you have any good Mitsuru matches, it'd be awesome if you could share.
@38
Here is some more footage.
Scary as HELL Chie: http://youtu.be/l4HZeSJH7i0
Mits play: http://youtu.be/RVEPGVBbNrg
Everyone uses Chie cause she's good AND she's everyone's waifu LOL.
@40
Yeah no problem. I'm extremely hyped for this game because it adds more focus to fundamentals and because of the amount of content it's going to have. Arcsys is always going to be my fav fighter dev and I was waiting for the day I'd be able to love a fighter more than BB.
You can find a lot in this game. From the indepth tutorials and combo trials of BB to the indepth story mode, gallery mode with a ton of content, other fun modes that are equivalent to BB's abyss mode and such, etc. Just content, content, content.
You can also find all the fundamentals in a fighter, from anti-airs to footsies to thought-out block strings and tick throws, Persona management, punishing with counters/fatal counters, etc. It's got everything you'd want in a fighter along with additional awesome mechanics.
The little things I also love about Arcsys games is that it tells you when you do something. It tells you when you net a counter/fatal counter by making the opponent glow red and saying the word aloud. It tells you when you guard incorrectly by showing an exclamation mark. The tech meter is shown underneath the combo counter.
There's just a lot to love about their games.
The one thing I'm extremely worried about is the netcode, however. They are good with netcode...maybe the best with the style of netcode they do; but, the netcode ain't ggpo.
It's very similar to BlazBlue, which i like, IIRC, Aaksys is developing this one.
| Name | Viewers |
| Arc Revolution Cup | 1,099 |
| I.E. BattleGrounds | 341 |
| PJS Winning | 164 |
| Pandax Gaming | 141 |
| Shadowloo | 92 |
Most commented stories over last 14 days
1. Ed Boon begins unofficial poll for potential future DLC characters in Injustice: Gods ... | 269
2. Infiltration declined invitation to Topanga Asia League | 170
3. Injustice: Gods Among Us Batgirl gameplay trailer released | 168
5. KaneBlueRiver: 'Chris G's team forces people to play honest', 'they lose because he ... | 163