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BlazBlue For Dummies

Posted: September 30, 2008 10:42 am  
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Member No.: 40
Joined: September 28, 2008
Group: Members
Posts: 6




Genre: HD2D fighting game
Platform: TAITO TypeX2
Release Date: Winter 2008
Console: PS3 (List as BB(仮題) in here)
Staff: Guilty Gear original development team
Character Design: 森 利道 (Mori Toshimichi), 加藤勇樹 (Katou Yuuki)
Producer: 森 利道 (Mori Toshimichi)
Soundtrack: 石渡太輔 (Ishiwatari Daisuke)

NOTATIONS

7 8 9 - These represent the 8 directions of the joystick. These will be
4 5 6 used to Guilty Gears Massive amount of depth. Imagine "5" being
1 2 3 the center of an arcade stick.

So to clarify:

Forward = 6
Backward = 4
Up = 8
Down = 2
Down-Back = 1
Down-Forward = 3
Dragon Punch = 623
Quarter Circle = 236
Half Circle Forward = 41236
Up-Forward = 9
Up-Back = 7

user posted image

A = Light
B = Middle
C = Heavy
D = Drive

OR

L = Light
M = Middle
H = Heavy
D = Drive

user posted image

1) Health Bar: Displays your current health.
2) Barrier Gauge: The "Barrier Gauge" is needed for "barriers" that will defend you against the damage dealt by the enemy. The "Barrier Gauge" will refill over time.
3) Barrier Burst: Once per round, you have access to an "attack" which interrupts hit or block stun. You'll do a slight bit more damage in exchange, however, if you use it, you will have a lower defense modifier for the rest of the round!
4) Offense Gauge: This meter is similar to a see-saw: The more offensive you are to the opponent, the more the meter grows in your favor. When the meter is completely in your favor, the opponent is placed into a guard-break animation, allowing you to perform a combo.
5) Heat Counter: This showcases the number of hits performed in the combo. One important note to mention is that when a combo is "false", or could be recovered from, the word "HEAT" will turn a darker color!
6) Heat Gauge: The "Heat Gauge" is necessary for powerful attacks such as the "Distortion Drive". It is also necessary for a "Rapid Cancel". You can increase the "Heat Gauge" by landing an attack on the enemy.
7) Character Specific Gauges: You'll notice quite a few gauges here in this image that don't belong to Carl. This is to illustrate the location of different gauges! Some characters such as Tager, Rachal, Bang, Arakune and Carl use these meters to explain information otherwise unknown to the player. Below, you can see that Bang has an additional gauge which is used in his gameplay.

Characters:
There aren't that many characters when you compare them to SF, SSBB, or GGX, however, this roster is a good one giving most characters a variety of moves by combining buttons weather it be LP+HP or MP+LP ect.
Carl http://www.blazblue.com/wp-content/gallery...Carl%20full.jpg
Ragna http://www.blazblue.com/wp-content/gallery...agna%20full.jpg
Jin http://www.blazblue.com/wp-content/gallery.../Jin%20full.jpg
Noel http://www.blazblue.com/wp-content/gallery...Noel%20full.jpg
Iron http://www.blazblue.com/wp-content/gallery...Iron%20full.jpg
Rachel http://www.blazblue.com/wp-content/gallery...chel%20full.jpg
Taokaka http://www.blazblue.com/wp-content/gallery...kaka%20full.jpg
Bang http://www.blazblue.com/wp-content/gallery...Bang%20full.jpg
Arkune http://www.blazblue.com/wp-content/gallery...kune%20full.jpg
Litchi http://www.blazblue.com/wp-content/gallery...tchi%20full.jpg


Mechanics:

Barrier AB -
Barrier Crush - When Barrier Gauge hits 0, it is temporarily disabled and you will take extra damage until it comes back.
Barrier Burst ABCD - Equivalent to Bursts. Knocks enemy away and reduces your Barrier Gauge to 0, but temporarily raises your attack. Done by pressing all 4 buttons, and can only be used once per round.
Distortion Drives - Overdrives/Super Moves, uses 50% Heat Gauge.
Drive Button - Allows each character to perform a special action specific to that character, and is very important to how that character plays.
Rapid Cancel - Equivalent to Roman Cancels. Takes 50% Heat Gauge and is preformed by pressing Weak+Med+Strong.
Counter Assault - Equivalent to Dead Angle. Takes 50% Heat Gauge and is preformed by pushing forward+Weak+Med while guarding.
Recovery - Just like recovery in GG, except you can also do a "roll recover" when knocked from the air to the ground.
Throw/Throw Break - Done by pressing (Backward/Forward +) Weak+Med.
Astral Finish - ???


->All throws are comboable in BB, including 360s and supers (which should probably be fixed, at least for supers). All are more easily techable if they are comboed.

-> Throw breaks are easier than in GG.


Screen Shots

user posted image

user posted image

More Info on this can be found here:

Official Site: http://blazblue.jp/us/

Unofficial Site: http://www.blazblue.com/

Wiki: http://en.wikipedia.org/wiki/BlazBlue:_Calamity_Trigger


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Posted: September 30, 2008 03:08 pm  
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Administrator

Member No.: 1
Joined: January 27, 2008
Group: Admin
Posts: 853




AOLYahooMSN
Many thanks for the thread round2/evee.gif


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Posted: September 30, 2008 11:39 pm  
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Member No.: 40
Joined: September 28, 2008
Group: Members
Posts: 6




NP dood, If I find any more useful info I will post up.


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