New Blazblue game! "Chrono Phantasma"

Does this Blazblue CS sequel interest you

  • Hell yes!!!

    Votes: 41 52.6%
  • lol no.

    Votes: 14 17.9%
  • I might be interested, but I need more info.

    Votes: 23 29.5%

  • Total voters
    78
Also, one of Bullet's DD's is this:

720+A>720+D>1080+D (costs an extra 50 heat to use the second followup)

Yeah, 2520 degrees (SEVEN full rotations) to use it. Joysticks are going to SNAP.

Unless that number comes down (please God let it come down) then I hereby dub this DD "the coffee grinder".
 
Also, one of Bullet's DD's is this:

720+A>720+D>1080+D (costs an extra 50 heat to use the second followup)

Yeah, 2520 degrees (SEVEN full rotations) to use it. Joysticks are going to SNAP.

Fortunately, thanks to the buffering system in BB, this is a lot easier to do than 360 in say, SSF4 or UMvC3.


In general, Blazblue is a pretty easy game to get into compared to other fighters released this generation (with perhaps some exceptions like SC5 or P4A). Although BB has more systems compared to MvC3 or SSF4, a lot that is undercurrent to the flow of the game. Whereas players may have trouble trying to understand the logic of how SSF4's combo system is supposed to work, Blazblue's is intuitively built with a logical flow to it. Many of Blazblue's features are so stealthy and so easy to understand that you don't really need to think about them when your first get into the game. Things like instant-blocking (which has a wide window), throw escapes, universal inputs, escapes and reversals are core to the system, rather than specific to the character.

Many of these systems are neatly packaged into the game such that they are overt, but can be easily seen and understood as a player gains more experience. The home console versions of the series also has a fairly substantial tutorial system (though it still could be a lot better) to better help you understand everything. Much of the way a new player will play Blazblue is through an evolutionary process - more complexity lies with the character you play, rather than the system mechanics. In most cases you'll be fighting the players, not the system, or the character. You can't really say the same for a newbie player trying to understand SSF4's systems, or the inherent complexities of the Tekken series.

As far as characters are concerned. Blazblue has a full roster of largely beginner-friendly characters with a number of characters that are also incredibly complex. More interestingly, is the logic behind move execution is designed in part to a way a character plays. Bang has a large number of DP-oriented motions, because a lot of his game revolves around dashing in and out and maximizing his mobility. Whereas other characters like Hazama require entering a stance to perform several of his special attacks in order to keep players guessing whether he's going mid, overhead, or low.

More recently introduced characters, such as Valkenhayn, Relius, and Platinum don't even feature DP inputs, yet only Valkenhayn is considered as difficult to learn character thanks to his two forms.

Blazblue is also helpful in understanding where an attack comes from and what range its attacking from. Whenever you're hit by an attack that you were unable to block, different colored explanation marks appear indicating what type of attack range it was (red for overheads, yellow for lows, blue for mids/highs catching players in the air). Thus if you couldn't read the attack range, the game will remind you every fight and every time you're successfully hit by an attack what the opponent did. Reinforcing the idea of making sure players learn the game, but it also encourages players to keep the opponent guessing.

BB's balance isn't great. And CS2 and Extend have a number of issues with how limiting the game has become (not to mention some basic system flaws that just couldn't be fixed). It looks like Chrona Phantasma is addressing a number of those issues while introducing some new mechanics. It also appears that every character is going through a major change-up with their move list to keep things fresh. Whether the game will continue to appeal to new players is up in the air, but the larger roster and most of the cast's beginner-friendly characters still there, I suspect it will. Though, keep in mind that while Blazblue is beginner-friendly, its not "the" most beginner-friendly fighting game out there, but its a lot easier to play and learn than any current 2D fighter on the market (with the possible exception of P4A and Smash Bros.)
 
Unless that number comes down (please God let it come down) then I hereby dub this DD "the coffee grinder".

Most people are calling it the "butter churner." Apparently Bullet is the most popular new character at the loke test and someone made a breakdown of her moves:

5A, 2A – the usual jabs
6A – an overhead, similar to Bang’s 5C
2B – the usual low-hitting kick
5B – a kick, similar to P4U Naoto’s 5B
6B – a kick upwards
5C – a fiery strike forward, may be FC
2C – a long-reaching kick, probably hits low
6C – an ankle strike
3C – a kick after a short delay, hits low

jA – the usual punch
jB – a kick, similar to Hazama’s jB
jC – a strike with both legs, floor-bounces on counter-hit

Drive: Lock-On
Generates a ring around Bullet.
The ring follows the enemy and hits them when they get into it.
If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties.
There seems to be 2 or 3 levels of Heat-Up.

5D – hits mid, but the start-up is very fast
2D – hits low
6D – an overhead
jD – a dive kick, Bullet falls to the ground along with the enemy

Wadcut Engage
A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.

236A – Flint Shooter
Spinning fireball shot. It charges for a moment, and then explodes.

623B – Cutting Shear
A command grab. Seems to have some start-up invul.

41236B - Miquelet Capture
A running grab. Covers about half a screen.

(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

214D – Afterburner
Bullet wraps herself in flames and gains the Heat-Up state.

2363214C – Rage Aggressor
May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?

Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.

Alas, no info on the seven-spin super yet.

Bullet seems to be a grappler like Blue Mary from KoF.
 
Most people are calling it the "butter churner." Apparently Bullet is the most popular new character at the loke test and someone made a breakdown of her moves:

5A, 2A – the usual jabs
6A – an overhead, similar to Bang’s 5C
2B – the usual low-hitting kick
5B – a kick, similar to P4U Naoto’s 5B
6B – a kick upwards
5C – a fiery strike forward, may be FC
2C – a long-reaching kick, probably hits low
6C – an ankle strike
3C – a kick after a short delay, hits low

jA – the usual punch
jB – a kick, similar to Hazama’s jB
jC – a strike with both legs, floor-bounces on counter-hit

Drive: Lock-On
Generates a ring around Bullet.
The ring follows the enemy and hits them when they get into it.
If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties.
There seems to be 2 or 3 levels of Heat-Up.

5D – hits mid, but the start-up is very fast
2D – hits low
6D – an overhead
jD – a dive kick, Bullet falls to the ground along with the enemy

Wadcut Engage
A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.

236A – Flint Shooter
Spinning fireball shot. It charges for a moment, and then explodes.

623B – Cutting Shear
A command grab. Seems to have some start-up invul.

41236B - Miquelet Capture
A running grab. Covers about half a screen.

(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

214D – Afterburner
Bullet wraps herself in flames and gains the Heat-Up state.

2363214C – Rage Aggressor
May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?

Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.

Alas, no info on the seven-spin super yet.

Bullet seems to be a grappler like Blue Mary from KoF.

Dibs on her being more capable.
 
one for Amane:

5A – a punch that hits a bit higher than the others
6A – an anti-air move
2A – a run-of-the-mill sitting punch
5B – a long-reach move that is good for hitting midair opponents. Builds some nice meter.
6B – an overhead. If the enemy guards it, Amane may fly over them by accident.
2B – a low-hitting attack with good reach.
The C moves are similar to Axl’s chain attacks. The angle changes depending on the directional button pressed, similar to Hazama’s Drive.

Can’t remember any other jumping attacks other than that jC is similar to Hazama’s Drive.

Drive: Spiral
There are 3 levels of the Drill gauge. It increases when you use D moves and decreases over time. The gauge improves the damage of the drill and makes it last longer. At level 3, the drill deals many hits and lasts for about 300 frames (5 seconds).
If you charge the Drill for too long, you can’t use it for a while. His 2D and jD are good anti-airs, but you shouldn’t spam them if you want to use the drill.

5D – attacks forward with a cloth drill on an arm.
2D – thrusts with the drill upward. Probably an anti-air.
6D – a long-lasting attack is performed at a small distance.
jD – a cloth drill on a leg strikes downwards. It seems like you can change the angle of this attack, too.

236D - Ninpusen "Hariken"
By itself, this move simply charges the Drill gauge. If you press A, B or C, Amane summons a drill. The A version summons it right before Amane, the B version summons it a bit farther, and the C version summons it even farther. Pressing D cancels the stance.

623C - Juukendageki "Gekiren"
Summons a cloth punch from underground. The exact distance is not specified.

236C - Chuujuurengeki "Raibu"
A charging attack.

214A/B / 236A/B - Chuujinkaihi "Zettou"
A teleport move. Since it can leave Amane hanging in midair, it’s easy to misuse it.

632146C - Kyouryuutokkou "Seijuurensoukyaku"
A charging DD. Lacks invul frames.

632146D - Kaizokusenkou "Goukairasenrenpa"
This is the trailer DD: Amane summons many drills that follow the enemy. The strength depends on the Drill gauge. Doesn’t have any invul frames, either.

Amane is definitely a poking/zoning character. His teleport sounds a bit funky
 
Azrael:

・5D - Swings his arm down for an overhead, applies upper weakness.
・2D - Applies lower weakness.
・6D - Overhead, applies side weakness?
・JD - Applies upper weakness
・J2D - Causes knockdown, wide crossover range, applies lower weakness.


Specials -

○ Gustaf Buster (236A)
Does a punch after a short dash.

○ Tiger Magnum (236C)
 → Cobra Spike (46C during 236C)
 → Leopard Launcher (6C during 46C)
3 stage rekka.
Can chain on whiff, and is pretty much a guaranteed punish if the 3rd hit is blocked.
Magnum has repeat proration.

○ Growler Field (214B)(Chargeable) → Phallanx Cannon (After a successful 214B, 236B)
Anti-projectile guardpoint. Has a hitbox and does damage if next to opponent.
Phallanx can be activated when a projectile has been succesfully guarded, and fires forward projectiles.

○ Sentinel Dump (623C or 22C on downed opponent)
Kanji's Buster attack.
On a not-downed opponent, it launches them in place and hits them as they land.
Special cancelable (on hit?)

○ Variant Crash (236D)(Chargeable) → Variant Charger (When weakness applied, 6 during 236D)
Super armored. Applies upper weakness.
Unblockable if weakness has been applied. Carries more than half-screen like Banishing. 6 for followup. Can also do jump attacks mid-followup.

○ Hornet Bunker (214D)(Chargeable) → Hornet Chaser (When weakness applied, 8 during 214D)
Super armored. Applies lower weakness.
Unblockable if weakness has been applied. Launches them up like P4U's Bokosuka C. 8 for followup.


Distortion Drives -

○ Black Hawk Stinger (236236D)
Long distance rush followed by a punch.

○ Scud Banishment (214214D)
Short range jab. Applies all weaknesses. Damage is somewhat low, around 1100 raw.
 
From the Andriasang article:

"The preview's information box only lists PlayStation 3. When a game is multiplatform on PS3 and Xbox 360, Famitsu's previews usually show both platforms. Text in the magazine also refers just to the PS3, so unless the magazine made some serious editing mistakes, it looks like the home version is currently PS3 only (at least in Japan)."

Oh man, I'm NOT liking the sound of this. ;_; Any thoughts?
 
^ if they too become sony sellouts than all i have to say is this
Fuck you arcsystemworks
Oh and fuck you too sony.
 
Can't you all calm down and just wait until that they confirm the 360 version? Sheesh.
Well, there's similar fates befalling my favorite series, like Dynasty Warriors 7's Xtreme Legends and so on, so I get pretty nervous when another one is announced. Not really all too worried about it (thinking about buying a PS3 anyways), but it's food for thought.

Oh, and one question. When Amane turns Ragna into a kid again, which distortion/astral was that?
 
That and theres no fucking reason for blazblue chronor phantasm to be ps3 only, every other blazblue game before this was multiplatform, its fucking sony trying to fuck us over, and its fucking arcsystemworks being sellouts
 
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