Falco wrote:
That's a pretty dumb thing to compare to BlazBlue, it's all a matter of preference. I played Street fighter and I SERIOUSLY couldn't get used with the gay ass turtling + Hit opponent away when they jump in thing. Pretty much all Shotas are high tier and have an advantage due to projectiles and good anti air (Shoryus) And this is coming from a Guy main.
The whole process of Street fighter is >mash 6 and 4 around like a retard till somebody whiffs a move or has longer toenails *cough* Ken *cough*. That's when they don't have projectiles. Other wise its projectile>projectile etc. If people try to jump in you get shoryu'd away. This is seriously a retarded mechanic but that's just me.
I can't talk about Guilty Gear since I've never played it but oh well.
In BlazBlue, you are making look like anti-airs are godlike in BlazBlue when they are pretty much shittie, you do know that every character has a "Hit overhead + still guard an anti air" right? For example if you take a Ragna mirror, if I try to approach in with a j.C and opponent Ragna does 6A, I can do it so if he doesn't do the anti air, he either gets hit or he gets into a block string BUT if he does an anti air, my j.C will whiff due to upper body invincibillity. Long story short, if you time it right, I will still block the opponents 6A but still had a change to start a combo/blockstring.
2) This point is completely idiotic, low tiers in Street fighter are pretty much doomed compared to low tiers in BB(Excluding Rachel because she is just terrible). It does seem unbalanced but it is not impossible to win. Matches like Tager vs Litchi are a little lopsided but still manageable. It just requires more patience and better fundamentals/tech skill.
3)I agree with this point to an extend, but then again if you are mentioning "same combo over and over" the principle pretty much reflects back on Street Fighter. I've seen a million Akumas do nothing than pokes>air flying kick or w/e it's called> H Shoryu. I don't know what kind of balance you saw in Street fighter but that's a whole different story. Usually every character has his BnB's and they all revolve around them with slight variations. (This is a personal thing but Ragna does have a 4k combo that does not have Beriu edgy starting from a Gauntlet hades).
Jin is not a dumbed down version because his ice is a very good tool, it is pretty much just longer hitbox + hitstun with a different animation. Also I honestly don't see what more of "classes" you want to have. There is rushdowns, there is Zoners there is a Grappler and then there is those people in between them (Litchi, Jin, Hazama) That the 3 most basic classes a fighting can have, if you are referring to those classes like Dormammu in MvsC3 where he pretty much just puts alot of shit in the screen you have to avoid. That's Arakune to an extend, that and ASW didn't put that class in because it's retarded anyways and goes back to scrubs that spam Hadoukens and Shoryus in Street Fighter.
Since you are taking Mu, Mu literally has 1 combo only + a corner combo. That or her combo is shortened for laser oki + mixup game. I didn't see a Mu do anything else then knockdown>OTG>6C>sword of decimation to make the opponent gtfo or a variation knockdown>otg>6C(opponent wallbounces back)>5D>6D>236D which gives Mu Oki game.
That mashing 4 and 6 is called neutral game, you have it too. And if you didn't, the entire game of Blazblue would be mash 66-5b as Ragna. And the Hadoukens aren't even a real problem, if you don't have a fullscreen divekick or something similar, you have focus attacks. And the reason you get punished for your after fireball jump-ins is because if you yomi one and jump correctly you get 1/4 to 1/3 of their life in damage so you can just turtle until they realize you have the life lead.
1)Yeah, our point was that Blazblue needs better antiairs, not perfect but literally as Hakumen if my opponent just sjs in on me and has a almost good air to ground attack or barrier guards, I can't do ANYTHING other than use 5a which doesn't do it.
2)The diffrence between low and high tiers in SSF4 is pretty much the same as in Blazblue, but there're 20 more characters so your pool of midtiers is higher.
3)I'm pretty sure Snipe meant Guilty Gear as the star example on combos since every character has character specific combos and lots of them. (And yeah, SSF4 is poke based because you only really get good pressure if you can get oki. Which is why I like Akuma, He has something like 20 oki optons. if you get a hard knockdown and Hakumen and a lot of the bb cast barely has two)
And at Mu
3C > 2B > 6A > 6C > 214D(whiff) > Dash > 6A > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > 6C > 214D > 5C > 632146C (5457, 50 meter required, gains 38 meter)
See Dustloop Mu combo thread for more cool little combos.
Edit: all in all, it's really about preference, and I'm liking other games right now.
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