Blablue now has X-factor.

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Halo Fanboy

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Cost a burst, last 5 seconds for full health and 15 if near death.

Shit sux, I hope they nerf the fuck out of the comeback mechanic aspect of it for the final release.

It's like they said, new guilty gear is coming out, why try anymore besides catering to the retards/ storyline scrubs.
 

Razentsu

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Dustloop said:
Overdrive
  • - Builds up over time, activated with ABCD.
    - Increases attack power(?) and grants character-specific benefits.
    - Duration depends on your health.
    - Freezes the timer when used.
Source [http://www.dustloop.com/forums/content.php?415-Blazblue-Chrono-Phantasma-Updated-Information]

Bah, comeback mechanics. Still, I'll hold off judgement until we know more about how much of a damage increase it gives. I doubt it will be as ridiculous as X-Factor.
 

dimensional

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ohh cool could be interesting could be bad as well but Arc tend to do a good job with systems for the most part but until I see it in action and found out how much it actually effects the game I will reserve judgement.

looking forward to Guity Gear being released on the network as well but mostly im looking forward to P4 arena because its still not out here yet. I dont mind comeback mechanics in fighters generally because it works both ways i.e you both have a comeback mechanic, you know the mechanic is too powerful when people dont want to fight each other because they know they will lose if the other person activates it before they do.
 

hazabaza1

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Halo Fanboy said:
why try anymore besides catering to the retards/ storyline scrubs.
Holy shit somebody actually used the term "scrubs" seriously.
Bwahahahahahahaha. Oh, this is funny. I hope whatever this is is really powerful now.
 

J-meMalone

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I actually like comeback mechanics, it keeps people on their toes and lowers the bar for entry.

So hooray for this news!
 

Fappy

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This isn't like X-Factor. This mechanic gives every character unique buffs and abilities and doesn't necessarily need to be used as a comback mechanic, but as a combo-suppliment. Apparently it can be used to cancel recovery on some moves and continue combos.
 

krazykidd

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Fappy said:
This isn't like X-Factor. This mechanic gives every character unique buffs and abilities and doesn't necessarily need to be used as a comback mechanic, but as a combo-suppliment. Apparently it can be used to cancel recovery on some moves and continue combos.
But it last longer and increases the buff the lower hp you are ... Just like xfactor !

Capcha: easy street . Even capcha agrees
 

Fappy

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krazykidd said:
Fappy said:
This isn't like X-Factor. This mechanic gives every character unique buffs and abilities and doesn't necessarily need to be used as a comback mechanic, but as a combo-suppliment. Apparently it can be used to cancel recovery on some moves and continue combos.
But it last longer and increases the buff the lower hp you are ... Just like xfactor !

Capcha: easy street . Even capcha agrees
I think at high levels of play it will be used equal parts offensively and defensively. You're probably going to want to do it in a late-round combo as opposed to when you're sitting at 10% health and a failed initiation will get you killed.

EDIT: What I am saying is that it can be far more tactical than an "oh shit" button.
 

krazykidd

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Fappy said:
krazykidd said:
Fappy said:
This isn't like X-Factor. This mechanic gives every character unique buffs and abilities and doesn't necessarily need to be used as a comback mechanic, but as a combo-suppliment. Apparently it can be used to cancel recovery on some moves and continue combos.
But it last longer and increases the buff the lower hp you are ... Just like xfactor !

Capcha: easy street . Even capcha agrees
I think at high levels of play it will be used equal parts offensively and defensively. You're probably going to want to do it in a late-round combo as opposed to when you're sitting at 10% health and a failed initiation will get you killed.

EDIT: What I am saying is that it can be far more tactical than an "oh shit" button.
Exacly like high level UMVC3 play . It's not uncommon for players to use xfactor to get rid of who they think is the biggest threat . Not always last character "oh shit button". X-factor is used tactically at high levels , either to prevent your best character from getting punished , to extend combos, to kill the biggest threat , to repair a mistake , as well as a go to button for the last character .
 
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Halo Fanboy said:
Cost a burst, last 5 seconds for full health and 15 if near death.

Shit sux, I hope they nerf the fuck out of the comeback mechanic aspect of it for the final release.

It's like they said, new guilty gear is coming out, why try anymore besides catering to the retards/ storyline scrubs.
Oh wow, you actually used the term 'scrub', I don't believe it, this is hilarious.



OT: Nothing wrong with X-factor. It's a very tactical game mechanic with a myriad of uses.
krazykidd said:
Exacly like high level UMVC3 play . It's not uncommon for players to use xfactor to get rid of who they think is the biggest threat . Not always last character "oh shit button". X-factor is used tactically at high levels , either to prevent your best character from getting punished , to extend combos, to kill the biggest threat , to repair a mistake , as well as a go to button for the last character .
This guy covered them very well.

Sure, you can wait until you're low on HP to use it, or you can use it to punish or to extend your combo into one that will win you the match.
 

Halo Fanboy

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Wow I didn't realize a random schoolyard insult was verboten. I thought calling someone a retard would be more offensive.

Anyway here are the effects:
Ragna: Blood Kain Idea -
Jin: Frost End ? Yukianesa attacks freeze the opponent.
Noel: Chain Quasar ? Increases speed of Drive moves.
Rachel: Elf Lied ? Wind Meter charges faster.
Taokaka: Almost Becoming Two -
Tager: Voltic Field ? Forces magnetism on opponent.
Litchi: Daisharin ? Move the staff with Direction + D.
Arakune: Crimson Depths ? Curse meter doesn?t drain while active.
Bang: Furinkazan -
Carl: Synchro High Speed ? Nirvana is strengthened.
Hakumen: Kishin ? Magatama charge faster, can cancel D attacks into Specials, cannot Crush Trigger.
Tsubaki: Second Install ? Install Gauge automatically charges.
Hazama: Jormangund ? Drive attacks are stronger, gains Life Steal ring.
Makoto: Galaxian Impact ? All Drive moves are Level 3.
Valkenhayn: Endlos Volf ? Wolf Gauge charges much faster.
Platinum: Magical Heart Catch ? Unlimited use of current item.
Relius: Maxima Dance ? Ignis gauge recharges faster.
Amane: Cyclone ? All Drive attacks are max level.
Bullet: Heat the Beat ? Permanent ?Heat Up? state while active.
Azrael: Mind Colosseo ? All attacks act act as though they?d hit weak points.
Arakune's seems really cheap, I've seen the loketest and he seems to be really terrible, great way to design a character lol over-reliant on comeback mechanics. Turning Furinkazan into an x-factor is also really disapointing before it was something that required you to sacrifice your damage output to earn.

Arakune's will be used a lot to capitalize on a curse it either automatically beats all other x-factors or forces them to burst, Ragnas will be a combo extender since BK has no neutral use, The rest are pure comeback mechanics. Furinkazan seem immensely strong if it still has the super freeze then it will automatically call out anything and leads to un-reactable mixups. The rest don't seem very good, Valk's is a comeback mechanic but you can only really use it at neutral it won't do anything to save you from Bang pressure.


Fappy said:
This isn't like X-Factor. This mechanic gives every character unique buffs and abilities and doesn't necessarily need to be used as a comback mechanic, but as a combo-suppliment. Apparently it can be used to cancel recovery on some moves and continue combos.
That's almost exactly like how x-factor is used. It's even less tactical since you only get to use it at the the end of a close round or the final round since it would be completely not worth it to use it early unless it refills really fast. The rewards that a winning player and losing player get are lopsided to the extreme, the winner get's a once a round better combo, the losing player get's 15 seconds of massive neutral buff, damage and possibly a flawless reversal. Besides with Arakune and Ragna the majority of activation will be at neutral or in pressure when a player is losing and needs the round.
Daystar Clarion said:
Oh wow, you actually used the term 'scrub', I don't believe it, this is hilarious.



OT: Nothing wrong with X-factor. It's a very tactical game mechanic with a myriad of uses.[

Sure, you can wait until you're low on HP to use it, or you can use it to punish or to extend your combo into one that will win you the match.
You mean other than it's a blatant come back mechanic? You can have mechanics that can be used tactically even ones that have some comeback utility (GG burst, MB Heat) that don't dumb down the game in other aspects, decrease the importance of fundamentals and reward bad players.
 

Fappy

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Halo Fanboy said:
Have they mentioned if it will require any heat to use? Astrals were unbalanced in the same sense that while some were incredibly feasible to pull off at the end of a match (even during a combo for some) others were damn near impossible to do and almost always guaranteed a win provided they saved up the heat to pull it off. If it requires some kind of sacrifice I can see it being okay.
 

Halo Fanboy

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Fappy said:
Halo Fanboy said:
Have they mentioned if it will require any heat to use? Astrals were unbalanced in the same sense that while some were incredibly feasible to pull off at the end of a match (even during a combo for some) others were damn near impossible to do and almost always guaranteed a win provided they saved up the heat to pull it off. If it requires some kind of sacrifice I can see it being okay.
They only cost a burst, burst refill automatically so you could do it possibly twice in one round.

Astrals were useless, they can only be used when the other fighter is close to death and most of them had no neutral viability. This stuff only makes Astrals more invalid.
 

Fappy

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Halo Fanboy said:
Fappy said:
Halo Fanboy said:
Have they mentioned if it will require any heat to use? Astrals were unbalanced in the same sense that while some were incredibly feasible to pull off at the end of a match (even during a combo for some) others were damn near impossible to do and almost always guaranteed a win provided they saved up the heat to pull it off. If it requires some kind of sacrifice I can see it being okay.
They only cost a burst, burst refill automatically so you could do it possibly twice in one round.

Astrals were useless, they can only be used when the other fighter is close to death and most of them had no neutral viability. This stuff only makes Astrals more invalid.
Bursts used to only refill after each round. Did they change that? Also consider that at high levels of play people may actually be blowing their bursts per round on actual bursts to escape deadly combos that would normally KO them.

EDIT: Didn't get what you were saying before. Derp. You are implying that you don't use it the first round so you have 2 on Round 3 after losing once. Yeah, I guess you could use it twice unless they artificially limit it or you have to consume all remaining bursts to active overdrive.
 

Halo Fanboy

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Fappy said:
Halo Fanboy said:
Fappy said:
Halo Fanboy said:
Have they mentioned if it will require any heat to use? Astrals were unbalanced in the same sense that while some were incredibly feasible to pull off at the end of a match (even during a combo for some) others were damn near impossible to do and almost always guaranteed a win provided they saved up the heat to pull it off. If it requires some kind of sacrifice I can see it being okay.
They only cost a burst, burst refill automatically so you could do it possibly twice in one round.

Astrals were useless, they can only be used when the other fighter is close to death and most of them had no neutral viability. This stuff only makes Astrals more invalid.
Bursts used to only refill after each round. Did they change that? Also consider that at high levels of play people may actually be blowing their bursts per round on actual bursts to escape deadly combos that would normally KO them.

EDIT: Didn't get what you were saying before. Derp. You are implying that you don't use it the first round so you have 2 on Round 3 after losing once. Yeah, I guess you could use it twice unless they artificially limit it or you have to consume all remaining bursts to active overdrive.
No you can only have 1 burst at a time now. It's like guilty Gear and Persona 4 Arena or Arcana Heart 3's force guage.

In high level play players will most likely not use overdrive in the first round unless it's close because it's better to have burst in a round you have a chance of winning than to give up your burst for a round you will probably lose. Same tactics that have always applied for Blazblue.
 

Fappy

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Halo Fanboy said:
Fappy said:
Halo Fanboy said:
Fappy said:
Halo Fanboy said:
Have they mentioned if it will require any heat to use? Astrals were unbalanced in the same sense that while some were incredibly feasible to pull off at the end of a match (even during a combo for some) others were damn near impossible to do and almost always guaranteed a win provided they saved up the heat to pull it off. If it requires some kind of sacrifice I can see it being okay.
They only cost a burst, burst refill automatically so you could do it possibly twice in one round.

Astrals were useless, they can only be used when the other fighter is close to death and most of them had no neutral viability. This stuff only makes Astrals more invalid.
Bursts used to only refill after each round. Did they change that? Also consider that at high levels of play people may actually be blowing their bursts per round on actual bursts to escape deadly combos that would normally KO them.

EDIT: Didn't get what you were saying before. Derp. You are implying that you don't use it the first round so you have 2 on Round 3 after losing once. Yeah, I guess you could use it twice unless they artificially limit it or you have to consume all remaining bursts to active overdrive.
No you can only have 1 burst at a time now. It's like guilty Gear and Persona 4 Arena or Arcana Heart 3's force guage.

In high level play players will most likely not use overdrive in the first round unless it's close because it's better to have burst in a round you have a chance of winning than to give up your burst for a round you will probably lose. Same tactics that have always applied for Blazblue.
I actually kind of like that better. I always would end up using both bursts in the last round and usually lose anyway >.>
 

Halo Fanboy

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Arakune sucks in this locetest, can't jump cancel D means that his curse building is cut in half midscreen. Now gatlings to 3C. He has a useless new move.

Jin looks good but needs meter for certain combos like sekkajin, the easy corner combo does great damage. I just wish his new move was TK overhead like Johnny and Baiken.

Ragna has the expected nerfs to combos. 6B is either only special cancel or gatling to D. New move is a slow overhead.
 

Username Redacted

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On the one hand comeback mechanics can suck my balls dry. On the other hand Arc System Works is not Capcom and thus isn't being run by a bunch of chimps with down syndrome so who knows this might actually work. Hell, the comeback-ish mechanic in P4: Arena doesn't seem particularly unbalanced so I'll wait and see what the final build for this brings before comparing it to the second most retarded mechanic that Capcom has even put in a fighting game (TACs being #1).
 

Mistilteinn

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Well, good news for people not liking character nerfs/buffs or current state of the Overdrive mechanice, ArcSys just installed a new build of BB:CP earlier today (yesterday in Japan) in the arcades for this weeks loketests. Unfortunately, as far as I know, no one's translated the new changes yet so we'll just have to wait on them.