DJ Daishi said:
his combos work on pretty much everyone in CS. I even get his 7.5k FRKZ combo on Carl. which is one of the reasons he's mad broken.
Thats kind of an interesting situation as if you get in a fight with a Bigger character, you may 100% positively get the upper hand due to a big hit box being more convenient for that kind of combo. But if this works at 70% to 80% effectiveness on small characters such as carl, woah, damn.
GuardianE said:
I don't think it's unfair or unbalanced at all, since every character has them. It's really up to you to learn them. It's just a gameplay difference. It doesn't mean that one system's better than the other. Look at Marvel Vs. Capcom 2. It's unbalanced as hell and you can perform literal infinites. Doesn't stop it from being played on a competitive level to this day... years and years after release.
Big different with MVC2 is that 90% of the character cast does not have the ability to pull off theses long strings of combo from one end of the screen to another - Solo character on Solo character - By passing recovery states to restart a combo till the lifebar is fully drained.
GuardianE said:Rarely do combos do more than 5,000 damage. Those that do more than 5,000 are incredibly situational and difficult to set up. By listing those fundamental gameplay elements of SFIV like Focus Attacks, you're implying that BlazBlue lacks those things. You're wrong. You have Rapid Cancels, Fatal Counters, Counterhits, Invincibility Frames, Instablocks, Barrier Blocks, Guard Primers, etc,
But you don't "Get" to the chance play mind games when you are stuck in the previously mentioned combo types. The only thing left at that point is the limited barrier burst why again, has to be used at a critical point and can only be used once per round in most situations thus when its gone, better not get caught or its KIA.
GuardianE said:Also, your last point is still an invalid one. Resets are one thing. Infinites do not exist in this game. Period. I'm not trying to start a debate because there isn't one. That's simply a fact because of how the combo system actually works. It's designed that way.
Theses resets lead to infinites/semi infinites, if the game doesnt give you more defensive tools while stuck in-combo state, then you cant really do much about getting hit aside from desperately mashing buttons to finally recover straight into another combo. Dont mash? sure, stay down to get back up at a good time, but wait, the other guy does a grab/picks you up from the ground and does another chain, now can i recover, oh wait, straight into another chain, Damn, no use holding that controller so tightly.
GuardianE said:Ultimately, let me ask you this. You're arguing that one giant combo isn't fun for anyone. Are you actually playing anyone good enough to do this? Videos might not seem quite as exciting (though I really beg to differ. I've seen some fantastic and very nailbiting tournament vids of BlazBlueCS), but are you on a pro level where you lose after getting hit with a single poke? If not, I'd say that it's not really relevant to how fun it is. If you are, however, and NOT having fun... then I'd say you might like other fighting game systems better and should stick to those.
Ill be honest, when it comes to BB and playing at work of with friends, there's no real fun in long combo string - corner raping - Gadget finger etc. Mostly since people will eventually get pissed off and wont play and also it kinda feels as one sided as a 5 year old punching a speeding truck. When it comes to tournament vids, i dont often get the nailbitting effect since alot of it boils down to one long string of hits brings the other character to the corner then the other character may miraculously barrier burst and do his long string and whoever abuses the most wins. Sorry, its just a vibe i get from those tournaments.
GuardianE said:If it helps, look at it this way. Those giant combos? They're Ultra Combos that you have to manually press in and time (considering how Distortion Drives in this game do pitiful damage compared to Ultra Combos). Does it seem as unfair anymore?
Man, thats sounds so wrong on many levels hahahahahaah But i might have to make a parody of that at one point.
Now imagine :
Round 1 - Fight
Shinkuuuuuuuu Hadoken !!!!
Gyro drive smasher !!!! intolow kick into Light Canon spike into High kick into Light canon spike, into Spin drive smasher into Light canon spike into Gyro drive smasher. --KO
Free supers and ultras, that would be the funniest thing to see in an SF4 version, aside from the training mode. But at that point, the damage count would be zero since it would go over 12 hits unless the grab Gyro's finishing hit, counts as a grab and the low kick resets the whole thing. :D
The ultra thing probably wasnt the best analogy but just imagine the possibilities, we gotta pitch this to capcom for somekind of hyper mode or Aksys vs Capcom.
GuardianE said:
Basically, I mean to say that the system is different, but certainly not less deep/technical than a slower paced fighter.
The main focus was never about calling out blazblue as a less technical fighting game, there are alot of technical elements and the drive system is just one part of it. The main focus was how the high tier gameplay mostly feels like the winner is decided by whoever has the longest combo string which aside from doing alot of damage - bypasses the opponent's air recovery and resets the damage/combo count to inflict regular damage all over again.
And that kinda gets a tad bit "frustrating" and not really entertaining in a sense.
Not saying that BB sucks or anything, just discussing about that particular aspect. (Which is why hateful and belittling posts are ignored for most parts ;) )
Ps: All good for the stealth edits, we all do it anyway XD