Post by Dai-T on Oct 19, 2012 18:07:31 GMT -5
I should have did this early but now that alot of people are getting intreasted in the games and wanting to know how deep the battle system is so I will try and give a lesson on some of the more advance stuff while skipping over the simple basics like button layout and auto combo/string system and just get in to the manual do it yourself creative playstyle.
Diffrent arts
Busrt has 13 playable characters
10 have a total of 4 diffrent arts thats 40 arts plus Hikage's ability to change styles so thats 41 arts
2 characters have 3 each so thats 47 now and Red Homura makes 48 if my numbers are right.
All of these diffrent arts or styles have diffrent moves and or diffrent property changes to there moves so one combo that works in one art may now not work when transformed or in a diffrent form.
Attack canceling/ Dash canceling
This is where all the majority of all the system will show it self. For those that are use to fighing games may know the idea behind canceling out a move to perform another. You can see daigo do this any day of the week when he FADC or Focus attack dash cancel in to his super off a dragon punch. Its that simple Idea but givin to almost every move you have so every move can be FADC into another move or into just movment alone with out attacking. Attack canceling can be done every where on the ground and in the air and off almost any thing but out of ninpou's
Example.
If I have Daidouji and I perform her jumping X attack and it connects I can follow up with pressing A to cancel then press X again for another attack all in the air with out losing any height. I can keep on doing this, with her I can even use Y then A cancels.
Y and A cancels are tricky because it requires you reposition your hands on the system where your middle finger and pointing finger are used to press Y and A as fast as you can or in a rhythm depending on the character.
B Canceling/ jump cancel
Other examples of forms of canceling is B canceling B canceling is used when in an air combo and manly for air moves or hop dashing. when B is pressed in the air it acts as your second jump pulling you out of any state you was in this includes combo or transitioning from the ground to the air when following an enemy. Characters generaly have 1 but some like Asuka has 2 B cancel chances depending on the combo she used to get in the air with out using any jump. B canceling has become become more of a ground tech then in the last game where it was all about air B canceling to do your own fancy manual combos high in the air
Canceling by Frames
When having characaters that have a large start up time for attacks like Yagyuu and her jumping air attack in yyou cancel the attack early enough you just get an air dash from her that inflicts a little damage but if you do the dash a few frames in the animation after her attack is out you can move while her attack comes out and attack again. This is how characters like Ikagura work since she has a sword holder but the animation to pull the sword out is longer then the movment of the holder so you can hit enemes with the sword holder rather then the sword and the holder as diffrent properties.
Example Ikagura's jumping Y attack is her manual launcher but if you cancel it out earlier you get just her holder hit which regesters as justa normal slash and does not send the enemy in the air. In the original game she was able to jump and attack and use both attacks in manual combos if you knew the timing or rhythm in Burst this is a little harder for her.
Now just think of what all i said with 48 types and you see its not as simple as it looks
This does it for part 1. I will be bringing later parts explaning more about the system.
Diffrent arts
Busrt has 13 playable characters
10 have a total of 4 diffrent arts thats 40 arts plus Hikage's ability to change styles so thats 41 arts
2 characters have 3 each so thats 47 now and Red Homura makes 48 if my numbers are right.
All of these diffrent arts or styles have diffrent moves and or diffrent property changes to there moves so one combo that works in one art may now not work when transformed or in a diffrent form.
Attack canceling/ Dash canceling
This is where all the majority of all the system will show it self. For those that are use to fighing games may know the idea behind canceling out a move to perform another. You can see daigo do this any day of the week when he FADC or Focus attack dash cancel in to his super off a dragon punch. Its that simple Idea but givin to almost every move you have so every move can be FADC into another move or into just movment alone with out attacking. Attack canceling can be done every where on the ground and in the air and off almost any thing but out of ninpou's
Example.
If I have Daidouji and I perform her jumping X attack and it connects I can follow up with pressing A to cancel then press X again for another attack all in the air with out losing any height. I can keep on doing this, with her I can even use Y then A cancels.
Y and A cancels are tricky because it requires you reposition your hands on the system where your middle finger and pointing finger are used to press Y and A as fast as you can or in a rhythm depending on the character.
B Canceling/ jump cancel
Other examples of forms of canceling is B canceling B canceling is used when in an air combo and manly for air moves or hop dashing. when B is pressed in the air it acts as your second jump pulling you out of any state you was in this includes combo or transitioning from the ground to the air when following an enemy. Characters generaly have 1 but some like Asuka has 2 B cancel chances depending on the combo she used to get in the air with out using any jump. B canceling has become become more of a ground tech then in the last game where it was all about air B canceling to do your own fancy manual combos high in the air
Canceling by Frames
When having characaters that have a large start up time for attacks like Yagyuu and her jumping air attack in yyou cancel the attack early enough you just get an air dash from her that inflicts a little damage but if you do the dash a few frames in the animation after her attack is out you can move while her attack comes out and attack again. This is how characters like Ikagura work since she has a sword holder but the animation to pull the sword out is longer then the movment of the holder so you can hit enemes with the sword holder rather then the sword and the holder as diffrent properties.
Example Ikagura's jumping Y attack is her manual launcher but if you cancel it out earlier you get just her holder hit which regesters as justa normal slash and does not send the enemy in the air. In the original game she was able to jump and attack and use both attacks in manual combos if you knew the timing or rhythm in Burst this is a little harder for her.
Now just think of what all i said with 48 types and you see its not as simple as it looks
This does it for part 1. I will be bringing later parts explaning more about the system.