The only real problem with the way BB is handled, is that there's such a long time between when a version debuts in Japanese arcades and when there's a worldwide console release.
If the game were only arcade exclusive for a month or two, or better yet, not exclusive to the arcades at all, there wouldn't be a problem. There would definitely be more people playing.
They also need to stop releasing a new revision every year. This isn't Street Fighter; people will stop playing.
Real Opening
http://www.youtube.com/watch?v=Aa3lknWskj4&feature=g-u-u
btw, i'm just asking, people seriously find this series hard to play?
i find game like SFIV or KOF ten times harder than this, not j/k
i can play 90% of the bb cast, instead with Kof and SF i can't even do shit properly with one character, even P4U need much much more skill than bb :X
As with any fighting game, the difficulty curve is mostly based on the quality of your opponents. "Easy to play" loses meaning when everyone else has been playing this "easy to play" game for a lot longer than you and/or with more scrutiny.BB has difficult combos, hit confirms, and blockstrings, as well as an absolutely giant amount of gimmick/limited use plays, they're just not necessary to win at a low level and the combat system is conducive to simulating early progress as most characters can get much better damage than their normals from a combo that can be learned in fifteen minutes. But the higher up you go, the deeper the rabbit hole gets.
IIRC, here's how damage is calculated in BBCS:
1st hit= 100% damage
all later hits= 50% damage
supers are an exclusion though, they're scaled differently I believe.
At any rate it's good that the you won't need to do long combos for damage.
Damage scaling in BB is quite a bit more complicated than that.
All attacks have a proration 1 (Henceforth refered to as P1) and a proration 2 (P2) value. These are percentages and indicate how much damage will be reduced; a higher proration value is better, as it means that the damage is reduced by less. The P1 value is applied to every move in the combo except the first, and comes from the first move in the combo. The P2 value is applied only to the next move in the combo. Characters also have a combo rate, which further prorates their combos.
So let's use a really, really basic Litchi combo as an example: 5A 5B[m] 6B[m]. Litchi's combo rate is 80%, which means all moves other than the first will deal, at most, 80% of their damage.
5A has a P1 of 80, a P2 of 84 and deals 300 damage.
5B[m] has a P2 of 89 and deals 720 damage.
6B[m] deals 820 damage.
You'll notice that I didn't list the P1 of any of the moves other than the first, and that's because you only use the P1 value from the first combo; I also didn't list the P2 value of 6B[m], because it falls at the end of the combo and therefore is not applied to any subsequent moves.
5A does full damage, because it comes at the start of the combo. Moves at the start of the combo always deal full damage.
300
5B[m] starts out at 720. It is influenced by both the P1 and the P2 of 5A, as it is the second move of the combo.
720 * 0.80 * 0.84 * 0.80 = 387
That's Base damage * P1 of the first move * P2 of the previous move * Character combo rate = Actual move damage.
6B[m] starts out at 820, and is influenced by the P1 of 5A (the first move in the combo) and the P2 of 5B[m] (the previous move in the combo), as well as Litchi's character combo rate.
820 * 0.80 * 0.89 * 0.80 = 467
If we add all that up, we get 1154 for your total combo damage.
There's also same move prorate, which punishes you specifically for using the same move multiple times in the same combo; only some attacks have this. Some attacks also have bonus prorate, which effectively boosts the amount of damage you deal instead of reducing it. Supers can only prorate to a certain degree and have a minimum damage, meaning that even if you'd have prorated the combo so much that everything would deal one damage, they would still do a certain amount; this amount varies from super to super, but is usually pretty low.