What is the best Blazblue game, mechanics and gameplay wise?

What is the best Blazblue game, mechanics and gameplay wise?

Who cares? Post more ass.

All of them are shit except the new one available on PC and consoles, Chronophantasma Extend.

isn't always the new one?

I'm seriously considering ordering the Central Fiction LE from japan for the Noel nendo. I don't even know what it looks like.

...

Tell me

Why does she not wear the beret?

^

>What is the best Blazblue game
The newest, so for those who don't go to arcades, it's CPE.

NOL uniform, she's not in the NOL anymore so she dropped the hat.
They know their audience though and sell Hat Noel for $2 on PSN

Actually she dropped the hat because Kokonoe told her to put those two things on her head.

Well I mean she could've still worn the hat.

Well there goes my $100

I really hope Aksys makes a limited box with this like they brought the Rachel nendo

This has been bugging me.

I only got CPE fairly recently, like a month ago, and I noticed that the sound check and music were missing from the gallery.

Was it to prevent people from pirating the music? It's not fair to the people that actually bought the game imo. And it didn't work anyway.

>sound check and music were missing from the gallery
What do you mean? All the old music is unlockable, are you sure you went through all the tabs?

>All the old music is unlockable
Well yeah, the old music is, but none of the new music and voice snippets are.

The new music is already selectable during matches, and if you're referring to the test things, that's unlocked by clearing the Arcade Mode for the character.

Either CSE or CP. Both are terrible games; however they also do good things. CSE was balanced but the combo length was absurdly long and people didn't enjoy guard primers. CP included OverDrive which is basically X-Factor comeback mechanic which wouldn't be so bad but it was clearly not balanced as some characters greatly benefited from OD than other characters. The game also the amount of hitstop that the CS line of games had thus making the games faster

CT was zoning central
CS was Bang and Litch and also Valk
CS2 had combo movies
CPE was lazy cash grab that introduced an incomplete character, a literally recolored character and ODGC (the get out of block stun and punish anything for free card)
CF isn't out on consoles, but is quickly becoming GGAC+ in that they're just piling on mechanics without thinking

Not that anyone is actually cares, judging by this thread.

I appreciate the feedback since I wanna get into the games soon.

Active Flow and Exceed Accel are the only new mechanics in CF though, and Exceed Accel clearly serves the purpose of giving characters an alternative to reversals since characters without it were clearly crippled. Active Flow is fine in that it changes up combo routes depending on whether you're trying to get it, going for raw damage, or are currently in it. Though the guard variant of Active Flow is really mindless.

I do user and completely agree with you. I think even the 1.1 patch was already a sign that things aren't going in good direction

Shame about CP, singlehandely ruined by one character

What's wrong with the 1.1 patch?

And another change to guard break system
And another change to combo timer
And another very unique characters that you need to know through and through to fight them properly

The game is far from being simple at this point. Funny how Revelator became the easier of the two

EAs are pretty bad as a reversal. I went and check on AF and I don't see how it could change combo routes if it doesn't alter move properties other than going for a more damaging ender.

And Guard Bonus has been in the game since CS.

Backdash nerfs into more or less unified framedata because of Kokonoe's. Very retarded choice that bites them in the ass to this day

EAs are 0 on block, almost instant and ODGC>EA has no gap between i-frames. How is it bad as reversal?

BBCP 1.1 was the first game in the entire franchise to not have a broken-ass character. Dunno how BBCF is shaping up, but I can guarantee that on day 1 of the console version we're gonna have at least 2 S+ tier characters. The roster is getting too big for its own good.

Izanami and Nine are already S+

Because of how it rarely ever punishes anything. Granted these opinions are only based off of the first 3 months of watching matches. Did the meta shift to where using ODGC>EA and extinguishing your burst become better than just using 50 meter for counter assault?

Unrelated but it also goes back to CPE when ODGC was introduced and how ODGC completely interrupts the flow of the game. Make the game more offense oriented with AF but leave ODGC in because why not.

A tier list was made today actually. Above player is a top Nine player, and the one below is one of the best players in the arcades and mains Jin.

Carl is currently pretty broken, but overall there are very few weak characters. You even see Naoto in the Top 30 rankings in Arcades despite his placing.

Izanami and Nine are not S+ tier, Carl is currently the strongest. Izanami and Nine are on the same spot as Rachel and Arakune, with people speculating that Izayoi will be the same though no real results so far.

Fuck. Then add Es and we'll have these 3 all day on the online lobbies only.

>Did the meta shift to where using ODGC>EA and extinguishing your burst become better than just using 50 meter for counter assault?
I've watched many matches and it seems to depend on the character. Some characters neglect their EA entirely, while use OD into EA very frequently.

Could you post the tier rankings for CPE 1.1 please?

For CPE it's like this

>zekuso's final tier list
A: Valk, Izayoi, Bang, Relius
B: Ragna, Tao, Litchi, Tager, haz, koko, Azrael
C: Noel, Makoto, Rachel, Tsubaki, Kagura, Carl
D: Terumi, Lambda, Mu, Hakumen, Platinum, Bullet
E: Amane, Arakune, Celica

>kogatan's final tier list
S: Nu, Valk, Jin
A: Hazama, Relius, Izayoi, Tager, Bang, Litchi, Tao, Ragna, Kokonoe
B: Kagura, Hakumen, Tsubaki, Carl, Rachel, Azrael, Noel, Makoto, Mu, Arakune, Bullet, Platinum
C: Amane, Lambda, Celica, Terumi

Pic related is SKDs

And then there's Tager killing purpose of any kind of strong meaty move

ODGC is a terrible mechanic. It kills half of characters' pressure, momentum becomes worthless and favors very narrow kind of characters that can ignore it.

It comes from the animations. Some EAs are so needlessly cinematic that they put you in rather disadvantageous situation, like Noel's for example. It pretty much resets the game into round start position