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BlazBlue Continuum Shift Extend will not be available as DLC upgrade

I wanted a retail version, so I'm not too bothered. However, it DOES annoy me a lot that Relius is the only new character since I bought all of the characters already. I honestly don't feel it's worth $40, specially considering that's pretty much what CS1 cost IIRC =/
 
Skilletor said:
And I remember passing on Slash because of how frequently they updated GG.
Blame DLC then. Jeez. You would've had 4 characters instead of 1 if it wasn't for that.
 
It's a completely new game. I understand why people are complaining about this, but I really hope that people look past it and realize how much content Arc System Works gives us in these games at a discount. Arc System Works gave people CSII updates and other things for free.
 
SolarKnight said:
I wanted a retail version, so I'm not too bothered. However, it DOES annoy me a lot that Relius is the only new character since I bought all of the characters already. I honestly don't feel it's worth $40, specially considering that's pretty much what CS1 cost IIRC =/
Do you not play the story mode? If so then yeah 40 dollars might not be worth it for you. I look at the entirety of the package and deem that it's worth 40 dollars worth of content.
 
By the way, the story in BlazBlue is really well done for fighting game fare. I would buy a full priced game just to get the story mode of the new BlazBlue.

By the way, has it been confirmed that Relius is the only additional character?
 
GuardianE said:
By the way, the story in BlazBlue is really well done for fighting game fare. I would buy a full priced game just to get the story mode of the new BlazBlue.
Yeah but the only new story is for the new characters. I'm getting it anyways for the balance changes, since well with the way arc rolls it's a whole new game anyways. People need to get over the whole omg I need a whole new character to have a new experiance! From the changes and shit I've read half the cast got COMPLETELY changed up again

Moral of the story, people like crying about yearly updates that completely change the game even though not many new characters are added.
 
QisTopTier said:
Yeah but the only new story is for the new characters. I'm getting it anyways for the balance changes, since well with the way arc rolls it's a whole new game anyways. People need to get over the whole omg I need a whole new character to have a new experiance! From the changes and shit I've read half the cast got COMPLETELY changed up again

pretty much.

I'll get the Vita version because I don't play online that much anyway.

Would be a nice fun thing to play anyway.
 
QisTopTier said:
Yeah but the only new story is for the new characters. I'm getting it anyways for the balance changes, since well with the way arc rolls it's a whole new game anyways. People need to get over the whole omg I need a whole new character to have a new experiance! From the changes and shit I've read half the cast got COMPLETELY changed up again

Moral of the story, people like crying about yearly updates that completely change the game even though not many new characters are added.
You mean the story mode for Makoto, Valk, Plat, and Relius, right? The console players didn't get the story mode for those characters since they ended up being in CS2 for 3DS and PSP.

Parallax Scroll said:
this just shows that asw doesn't care about their fans

this should be free

i can't believe they would do this
What?
 
kayos90 said:
You mean the story mode for Makoto, Valk, Plat, and Relius, right? The console players didn't get the story mode for those characters since they ended up being in CS2 for 3DS and PSP.
Those are the new characters. So yes that's what I mean. Maybe Mu-12 will get a story mode as well who knows I doubt that though wouldn't make much sense.

Parallax Scroll said:
this just shows that asw doesn't care about their fans

this should be free

i can't believe they would do this

UMVC3 should be free waa waa it's the real game we should of got. SSF4 arcade edition should be free they just added 4 characters 2 who are based off each other, 1 that is another shoto clone and one that is a gouken clone then made random as fuck changes! SF3online should be free I mean shit they just slaped some net code on the game and called it a day!
 
kayos90 said:
Do you not play the story mode? If so then yeah 40 dollars might not be worth it for you. I look at the entirety of the package and deem that it's worth 40 dollars worth of content.

Correct me if I'm wrong, but the story mode here is the same as CS but with a story for the DLC characters + Relius, right? So no.

I'm comparing Extend to CS1. CS1 added more than Extend does and I definitely felt it was worth the $40 (technically more here because it's fucking Mexico -__-), but Extend not so much.

Before you ask, yes, I'm getting it anyways just like I'm getting UMVC3.
 
I'll likely be a sucker and get it, but not until it's $30 or less and that's also only if it does indeed include the 3 DLC characters (I had only ever bothered buying Makoto, and that was when I actively played it).
 
I don't mind that they are releasing a new retail version of the game. It's not like the previous version just came out 8 month ago.

However, I do mind that they are releasing a new retail version of the game that only adds 1 character and practically nothing else other than balancing. Won't be buying.
 
SolarKnight said:
Correct me if I'm wrong, but the story mode here is the same as CS but with a story for the DLC characters + Relius, right? So no.

I'm comparing Extend to CS1. CS1 added more than Extend does and I definitely felt it was worth the $40 (technically more here because it's fucking Mexico -__-), but Extend not so much.

Before you ask, yes, I'm getting it anyways just like I'm getting UMVC3.
I'll be getting this and UMvC3, despite how trolled I feel. I thought that the only thing that warranted a 60 dollar release for BBCS compared to BBCT was the time. If it wasn't release so soon I think they could've charged 60 dollars for that. I think if Aksys releases this for 40 dollars, they have every reason to release it for that price. Why? Because I think the translations and voicework for the 3 characters as DLC are already a lot of work plus they now include Relius. I think all of these "minor" changes are worth it. Also as a consumer who bought only 1 DLC character, I don't feel as cheated. Like I said, it all boils down to, are you getting 4 new characters, or 1? A lot of people are probably in the latter and I understand why you're upset. Personally you should be upset about what Capcom does with their shit.
 
kayos90 said:
With UMvC3, I feel extremely cheated because the vanilla game was not great. Not only this but they have the balls to release it within the same year. I actually feel insulted. With SFIV, not so much. I think what ASW is doing fine compared to UMvC3. On the other hand, if you actually bought CS2 for 3DS and PSP, then that really sucks.


I think the issue here is (or should be) that Aksys does NOT have anywhere near the same fan base that Capcom does. Whether it's right or wrong, Capcom can literally afford to screw their fanbase over a few times because the numbers will still be there. There is a limit for them, but it's a whole different ballgame when you're an Aksys or, to a greater extent, SNK. Once you score a hit, you need to build on your fanbase, not put them off.

If I may use myself as an example, I bought the original BB to support the fighting game scene. It was a fun experience, though it felt light on content (walls of text in story mode aside). I didn't buy the sequel because they added, what, 3 characters? The original felt like it had half a roster to me, and they added a measly 3 characters. I'm sure diehard fans will tell me it's more than worth it for the other changes, and they're probably right. But to a lot of consumers it seems like they're going the Capcom route, except they aren't Capcom, the updates aren't as big and they don't have the same kind of following.
 
It's up to you to decide if all these changes are worth it. But don't blow it off as omg just one new character THAT'S JUST SILLY There is more changed here than going from sf4 all the way to ssf4ae, the system mechanic changes ALONE changes everything up greatly
CHANGES/NEW STUFF:

System Mechanics:

Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
All glide throws have been removed
Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
Throw (midscreen) - All characters(?) can now follow up midscreen throws. Thus far, many characters have been observed to be able to special cancel their throws
2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
Wall bound glitch - Fixed

Barrier changes

Barrier gauge - Depletes faster when used to guard moves
Guarding moves with 1 primer depletes less gauge now
Barrier guard - Larger knockback on moves with a higher attack level.
Instant barrier guard - Knockback is even larger, making it easier to get away


Relius Clover:

Drive name: Detonator
His Astral Heat is not usable in the loketest build
SEE POST #2


Tager:

Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
6B - Now forces crouch
Terra Break - Minimum damage increased to ~1000
B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
4D - Now pulls about as much as 5D does in CS2
3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. For a magnetized opponent in the air, 3C>Collider works.
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Atomic Collider -Repeat proration now more severe. Untechable time has been increased


Litchi:

j.c (staffless) - Is now faster
Ryuuisou - Reaches higher
2B (staff) - Added revolver action to 6C, 3C
j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
6A (staffless) - Can't emergency tech on air hit
Staff normals are still considered different than staffless normals. Thus, staffless j.b>j.c >staff j.b is possible
2C > 4D gatling has returned
Staffless Attacks - Hitstun reduced, attack chain sped up
Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)
jB, jC with no staff - Can now only be used once each in the air.
Ikki tsuukan - Both hits now + on guard
Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties
4d - Now wallbounds near corner
Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
6D - No longer breaks a primer
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
Kokushi - Last hit launches really high, can't follow up
Can no longer do glide throw
Can't follow up normal throw midscreen


Platinum:

5b - Speed increased, forward movement distance increased. Gap after it increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH. On normal hit, untech time increased but emergency techable when they hit ground
Magical picohammer (super version) - Can now follow up after a hit
Magical bat - Launches opponent on CH.
Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground
Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
j.c - Landing recovery removed
2C - Lower hitbox is now wider
Throw - Decrease in Platinum's recovery time after a ground throw
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
6A - Slower startup
5C - P1 nerfed
Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents


Noel:

5D - Invincibility increased, can be used like in CS1
Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen


Rachel:

j.2c - Now also air cancelable on hit
6C - Damage increased on multiple hits
Can no longer do the j.236a whiff lvl3 trick
5CC - No longer breaks a primer
6B - Wallbounds near corner on counterhit. No longer jump-cancelable
2C - Increased P1 proration. 2C 1D 6A BBL does 2100



Carl:

Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this
Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
3D - Now ground bounces instead of forcing standing
Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D
6C - Added floor bounce property after charging for a certain amount of time. Uncharged, it knocks the opponent to the floor and they can emergency tech.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j.2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Stagger on 5C CH removed
4D - No longer removes a primer
Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs
6B - Jump cancel on hit removed
6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
Can no longer do glide throw


Hakumen:

Heat Cooldown after Specials changed from 180 frames to 90 frames
6A - Now head attribute invulnerable
j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
Yukikaze - Faster startup, easier to follow up on hit
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
Shippu - Comes out faster, but follow-ups deal less damage
6B - No longer breaks a primer
Guren (214A) - Now has repeat proration
6A - Now wall bounds. Can no longer do 5A>6A>5A


Makoto:

Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
Shooting star - Decreased startup time, increased range (think pilebunker)
Lunatic Upper - Air untechable time slightly increased
Big Bang Smash - Has more hitstun
Air Grab - Has more hitstun
B, C astroid vision - Paths adjusted
Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
Infinite Rush - Has more hitstun, cannot followup even in corner
5D - Faster startup. Untechable time partially un-nerfed from last loketest
j.B - CH launches the opponent higher, opponent will tech before they land on the ground
Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.


Valkenhayn:

Weiss Jagd - P2 proration improved
236A - Can now combo from this
Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse
3c - Is now special cancelable. Can be emergency teched
Mondlicht (j.236b) - Now air blockable without barrier
Command Grab - Longer recovery
Wolf form B - Brief head invulnerability before active frames
Rasen wolf - Costs slightly more wolf gauge
2C - Untechable time decreased more. 2C > 6C no longer possible off low proration starters
Eisen (wolf j.214A/B) - Proration now worse


Hazama:

B drive movement followup - Can attack sooner after use
Drive movements - Time until you can attack has been reduced
6B - Knocks down on air hit. Can follow up
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
6C - Now either has same move proration or really big proration
Jakou - Hitstun increased (vs first loke test?)
Jayoku Houtenjin - Heat cooldown time on hit increased
Various D moves - Attack level decreased, hitstop seems to be lower


Taokaka:

Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
2B - Now gatlings to 5B
C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
Tao Pitan - Leap distance decreased, now only covers roughly half-screen
6B - Now fatal counters
6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
6C - Now has at under 19 frames of startup
5C/2C > 6C works on crouchers
5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed


Mu:

Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
j.2c - Is now a fatal counter
j.b - Active longer
Ame no habakiri - Can be charged. Proration increased
Yata no kagami - Now also usable in air
Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
Guard primers reduced to 4 (from 5)
Habakiri - Damage nerfed
2C - No longer jump-cancelable on block


Jin:

6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced
2D - Now hits higher. Easier to combo after 6C
Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
214A, j.214a - Wall bounces in the corner vs air opponent
2C - No longer gatlings into 5C. Now gatlings into 6B instead
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
Untechable time and hit stun from jump attacks reduced
j.2c - Hitbox nerfed
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works


Ragna:

Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C
5B, 5C - Now do more damage
6C - Untechable time increased
6D - Floats on hit
Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
Blood Kain - Heat cooldown increased


Tsubaki:

2D - Charge speed increased. Max charge of 3 bars
214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
j.236d - Faster recovery, can easily follow up with j.214x
236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
5D - Charge speed faster than first loketest. 5D charge is now set, it cannot charge more than 1 bar (you charge to 1, then it'll go no further). Charge speed is constant
22D - Now downs again (first loketest change reverted)
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
214D - less priority ?


Bang:

j.b - Better proration
C kunai - Worse P2 proration, hold time on hit increased
Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
5D - Causes float on normal hit. No longer causes wallbound on counter-hit
j.d - Better proration, more useful in combos. Slower startup
j.4c - Causes opponent to fly higher on hit, making followups after difficult
6D - Has less untechable time on CH now
Command Grab - Increased proration


Lambda:

Gravity Seed - Faster startup
3C - Can no longer be emergency teched on counter hit
2C - Now has head attribute invincibility, but P1 proration nerfed
5C - Holding the button causes all hits to come out
2DD - Gatlings into 4B and 6C after the 2nd D
4DD - Gatlings into 4B after the 2nd D
Guard primers reduced to 4 (from 5)
Act Parser: Cavalier (236C) - Untechable time decreased
6C - Untechable time after wallbound decreased (whether this still applies is in question)


Arakune:

6B - Revolver action to 6D added for both normal and followup versions
Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
5C - Pulls the opponent in. May have lost some head invulnerability(?)
6A > 6D now works
6D > j.c now works in the corner
Bell bug - Now causes ground bounce
6D bug - Falling speed reduced
Air throw - Untechable time reduced
Overall damage decrease
 
qcf x2 said:
I think the issue here is (or should be) that Aksys does NOT have anywhere near the same fan base that Capcom does. Whether it's right or wrong, Capcom can literally afford to screw their fanbase over a few times because the numbers will still be there. There is a limit for them, but it's a whole different ballgame when you're an Aksys or, to a greater extent, SNK. Once you score a hit, you need to build on your fanbase, not put them off.

If I may use myself as an example, I bought the original BB to support the fighting game scene. It was a fun experience, though it felt light on content (walls of text in story mode aside). I didn't buy the sequel because they added, what, 3 characters? The original felt like it had half a roster to me, and they added a measly 3 characters. I'm sure diehard fans will tell me it's more than worth it for the other changes, and they're probably right. But to a lot of consumers it seems like they're going the Capcom route, except they aren't Capcom, the updates aren't as big and they don't have the same kind of following.
Honestly I don't think the average consumer would even buy this. It's people who are interested in games like this, fighter genre gamers, and hardcore BB fans that are going to buy this. I think that people that are going to be alienated by this move will most likely be the fighters. They don't think that this is worth it probably. I honestly don't think that Aksys will lose a lot of customers trying to sell the thing for 40 dollars. In fact many people will still probably buy it.
 
I was thinking about getting CS since it's pretty cheap now and the free CS2 DLC came out but I'll wait now. Maybe it'll end up like Guilty Gear for me, I bought Guilty Gear XX when it came out then didn't get another one until Accent Core Plus.
 
Parallax Scroll said:
man it sucks that i bought continuum shift
Not to me :D Got it the day it came out, very satisfied :D

qcf x2 said:
Well how much did CS sell compared to the original? Again anecdotal evidence, but a good percentage of my friends list on XBL was playing BB when it released. The sequel? Maybe two of them.
It's not that popular, although most of the streamers at evo this year liked it due to the finals actually having someone really good show it off in the states finally.
 
Well how much did CS sell compared to the original? Again anecdotal evidence, but a good percentage of my friends list on XBL was playing BB when it released. The sequel? Maybe two of them.
 
qcf x2 said:
Well how much did CS sell compared to the original? Again anecdotal evidence, but a good percentage of my friends list on XBL was playing BB when it released. The sequel? Maybe two of them.
I can't think of a fighting game revision sell more than it's predecessor this gen.
 
I can see why people would get pissed about the one character issue, but the whole aura of entitlement surrounding DLC is fucking hilarious haha.

I bet people would still ask for this as DLC even if we got three new characters.
QisTopTier said:
It's up to you to decide if all these changes are worth it. But don't blow it off as omg just one new character THAT'S JUST SILLY There is more changed here than going from sf4 all the way to ssf4ae, the system mechanic changes ALONE changes everything up greatly
This shit makes Capcom's meager "one new move per shitty character" and "A whole bunch of buffs for A tier characters!* balance updates to shame haha.
 
SolarPowered said:
I bet people would still ask for this as DLC even if we got three new characters.
People do it for UMvC3 :lol
Karsticles said:
But Capcom's DLC is cheaper, and the new iterations of their games add like three times as many characters.
The characters in general are a lot more shallow. ALTHOUGH UMvC3 is a different story. *sorta*
 
Dammit man. I've supported the BB franchise even though I don't even play it much anymore, but after buying CS and all the DLC characters this just isn't worth it. Might pick it up for cheap somewhere down the line.
 
Parallax Scroll said:
perhaps i have been too subtle

Your troll posts are completely indiscernible from every other post that complains about title revisions. So yes. Way too subtle to anyone who hasn't read your posts in the past.
 
ThirtyPlus said:
Dammit man. I've supported the BB franchise even though I don't even play it much anymore, but after buying CS and all the DLC characters this just isn't worth it. Might pick it up for cheap somewhere down the line.
If you are gonna wait, I reccomend just waiting for BB3 in all seriousness. It's going to happen. No point in picking up the games half way or you can just idk wait for the new guilty gear after BB3 is out.
 
QisTopTier said:
People do it for UMvC3 :lol

The characters in general are a lot more shallow. ALTHOUGH UMvC3 is a different story. *sorta*
Hey, I'd be happy as a motherfucker if UMvC3 were scheduled for late January with all those characters and more thorough improvements to characters that need it.

Eight months after release with no female additions and no fix for the previous game is crap in my book.
Parallax Scroll said:
perhaps i have been too subtle
Not subtle at all.

I definitely cracked up haha.
Karsticles said:
But Capcom's DLC is cheaper, and the new iterations of their games add like three times as many characters.
More like twelve times as many characters. :P

Still, both versions of MvC3 have low tiers that are way too large compared to BB and their updates come too quickly.
 
FreedomFrisbee said:
I remember passing on slash because it never got released in the states.

Hell, #Reload for the PS2 didn't make it either. And despite how Accent Core was essentially the jump things should have been from X2 to begin with, they still had to make an Accent Core Plus.

In the end, I really don't want to pay for BlazBlue as many times as I paid for Guilty Gear games.
 
The characters in general are a lot more shallow. ALTHOUGH UMvC3 is a different story. *sorta*
BlazBlue has to pay for alternate colors. Capcom pays about the same for alternate costumes, and for several characters per pack usually.

Have BlazBlue's DLC characters really been that deep? Makoto isn't anything special, Valk just has a second mode, and Platinum, as far as I know, is just randomness added to projectiles and such. I don't think they're quite as deep as, say, Rachel, Carl, or Arakune.

I don't consider BlazBlue's general characters to be substantially deep unless they have an interesting drive.

Still, both versions of MvC3 have low tiers that are way too large compared to BB and their updates come too quickly.
If you expand BlazBlue's roster proportionally, I think it would actually have a tier listing very similar to MvC3's in terms of spread.
 
QisTopTier said:
It's up to you to decide if all these changes are worth it. But don't blow it off as omg just one new character THAT'S JUST SILLY There is more changed here than going from sf4 all the way to ssf4ae, the system mechanic changes ALONE changes everything up greatly
I read the changes you listed. Honestly, with few minor exceptions, it sounds like a glorified balance patch masquerading as a new game. It is inexcusable that people who already dropped $24 on three of the four characters that they're advertising as new need to spend another $40 if they want to continue to play online.


This isn't an issue of "wah, this should be DLC." This is an issue of Aksys splitting the BB community by trying to sell you the same game twice.
 
SolarPowered said:
Eight months after release with no female additions and no fix for the previous game is crap in my book.
Uhh character sex doesn't affect gameplay I'm sorry you feel the need to stare at ass and tits to feel better about playing something o.o

And they fixed A METRIC SHIT TON of issues DHC GLITCH being the biggest pile of shit in mvc3. One of the main reasons why I could care less it's a disc release.

I don't consider BlazBlue's general characters to be substantially deep unless they have an interesting drive.

-.- the only non deep characters, are Tagger/Ragna/Tsubaki/Noel Everyone else has a ton of little tricks and shit they can do that makes them complex.
 
QisTopTier said:
Uhh character sex doesn't affect gameplay I'm sorry you feel the need to stare at ass and tits to feel better about playing something o.o
WTF is that shit lol.

I thought we already went over that crap in the UMvC3 thread. I don't look at your avatar and think that you are some sort of fetishist for naked humanoid reptiles(that make no goddamned sense when they talk btw).
 
This feels pretty much like a "fuck you" to anybody who bought all three DLC characters.

There's no way in hell I'm spending $40 for one new character, some balance changes, and a couple hours of story mode (which is 95% text).
 
SolarPowered said:
WTF is that shit lol.

I thought we already went over that crap in the UMvC3 thread. I don't look at your avatar and think that you are some sort of fetishist for naked humanoid reptiles(that make no goddamned sense when they talk btw).
Dude, have you heard that laugh, shit is fawking THE HOTNESS and him sitting on a pile of bones... I GOT A BONE HE CAN SIT ON.

I also have a fetish for half naked robot chicks, and guys in skull mask also guys in metal mask that dress snazy
 
Karsticles said:
BlazBlue has to pay for alternate colors. Capcom pays about the same for alternate costumes, and for several characters per pack usually.

Have BlazBlue's DLC characters really been that deep? Makoto isn't anything special, Valk just has a second mode, and Platinum, as far as I know, is just randomness added to projectiles and such. I don't think they're quite as deep as, say, Rachel, Carl, or Arakune.

I don't consider BlazBlue's general characters to be substantially deep unless they have an interesting drive.

If you expand BlazBlue's roster proportionally, I think it would actually have a tier listing very similar to MvC3's in terms of spread.


I think that's unfair. Which BlazBlue character doesn't have an interesting drive? You've really oversimplified their playstyles.

And as far as roster size is concerned, you know that I'm an ardent MvC3 fan, but to compare the two is simply unfair. Arc System Works does not have a team as large as Capcom does.
 
QisTopTier said:
And they fixed A METRIC SHIT TON of issues DHC GLITCH being the biggest pile of shit in mvc3. One of the main reasons why I could care less it's a disc release.
Easy mode fixes:
-TAC glitch
-Switch glitch
-DHC glitch
-Inifinites
-Crazy XF1 bonuses
-Wolvie Dive kick nerf
-Magneto's disruptor nerf
-XF3 being toned down
-Haggar/Tron assist nerfs


Edit: EZ MODE DP NERFS AHOY

I don't give them credit for fixing these things. Anyone with half a brain would have looked at that game and told you that those fixes needed to happen. Praising Capcom for these fixes would be like congratulating a graduate student for making his own breakfast. Hell, I called out every single one of those things after experiencing them only several dozens of times each.

They're doing a good job on everything else though.
 
SolarPowered said:
Easy mode fixes:
-TAC glitch
-Switch glitch
-DHC glitch
-Inifinites
-Crazy XF1 bonuses
-Wolvie Dive kick nerf
-Magneto's disruptor nerf
-XF3 being toned down
-Haggar/Tron assist nerfs


I don't give them credit for fixing these things. Anyone with half a brain would have looked at that game and told you that those fixes needed to happen. Praising Capcom for these fixes would be like congratulating a graduate student for making his own breakfast.

They're doing a good job on everything else though.

haha yeah, but I can easily go through the bbcse change log and point out easy mode changes there as well. Don't get me wrong. I'm actually on the side of both games and I can easily point out a ton of dumb ass changes in both games as well.

Also seeing BBCSE fucks up my head cause I'm a Ky player.

BTW they didn't nerf what made DP so strong in the first place, and I think Karst and Dahbomb are the only ones that know what I'm talking about haha. Everyone else doesn't seem to notice it for some reason or simply ignores it D:
 
QisTopTier said:
Dude, have you heard that laugh, shit is fawking THE HOTNESS and him sitting on a pile of bones... I GOT A BONE HE CAN SIT ON.

I also have a fetish for half naked robot chicks, and guys in skull mask also guys in metal mask that dress snazy
No room in your heart for the Squirrel girls? There is tons of room for them in mine. :3

I <3 Makoto forever!
QisTopTier said:
haha yeah, but I can easily go through the bbcse change log and point out easy mode changes there as well. Don't get me wrong. I'm actually on the side of both games and I can easily point out a ton of dumb ass changes in both games as well.
So you are telling me that there were just a couple(maybe even three) god tier characters with gimmicks that made them practically impossible to beat unless you got lucky?

I knew that Bang's cr.L was good, but damn...
QisTopTier said:
BTW they didn't nerf what made DP so strong in the first place, and I think Karst and Dahbomb are the only ones that know what I'm talking about haha. Everyone else doesn't seem to notice it for some reason or simply ignores it D:
EZ mode DP nerfs doesn't just cover direct nerfs to her(I know they mostly nerfed poor regular Jean). It consists of TAC meter drain, meter builders/absorbers, projectile counter supers, and so one and so forth. The nerfs to regular Phoenix are still nerfs against DP because they make her have to work harder in order to stay safe unlike before. A dead Jean without five bars means a dead Phoenix.

You underestimate me, my good friend.
 
HeresSomeWeapons said:
I read the changes you listed. Honestly, with few minor exceptions, it sounds like a glorified balance patch masquerading as a new game. It is inexcusable that people who already dropped $24 on three of the four characters that they're advertising as new need to spend another $40 if they want to continue to play online.

This is how I feel. Add some more brand new characters and maybe this feels like a reasonable content upgrade.
 
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