Blazblue Centralfiction has a high level of depth, and I'd say its more difficult to play for me compared to something like Tekken.
The reason I say that is while Tekken has so many more moves per character, you generally won't use anywhere near a character's full moveset in a match. That being said, movement is huge in Tekken, and the game is absolutely still a deep game, but I digress.
Every Blazblue character has a unique Drive system. The resident grappler, Tager, can't run at all, but can magnetize his opponents to pull them towards him. Each move that affects this magnetization will attract the opponent to Tager differently.
Even a character that is considered to be easy to play by the fan base like Susanoo has a great amount of depth. He has 8 different special moves, but they must be unlocked over the course of a round.
So when the match starts, all of these except for the first one at the far left are "sealed", and the way to unlock them is by landing normal moves to move a cursor over the desired seal, then to use an input (such as 4D) to unlock that seal. If your combo moves the cursor one space away from your desired seal, too bad; you have to move the cursor through the rest of the seals to unlock your desired seal again.
What separates Blazblue from its contemporaries is that the majority of its roster is like this. It's the unique Drive system in Blazblue that every character uses differently that sets the game apart from something like Guilty Gear. Of course, Guilty Gear also has its fair share of depth, but I personally find the per-character interactions of Blazblue to be more complex overall.
All of this to say that more depth ≠ better game, of course. I personally prefer playing Guilty Gear X2 over Blazblue. But to each their own.
The reason I say that is while Tekken has so many more moves per character, you generally won't use anywhere near a character's full moveset in a match. That being said, movement is huge in Tekken, and the game is absolutely still a deep game, but I digress.
Every Blazblue character has a unique Drive system. The resident grappler, Tager, can't run at all, but can magnetize his opponents to pull them towards him. Each move that affects this magnetization will attract the opponent to Tager differently.
Even a character that is considered to be easy to play by the fan base like Susanoo has a great amount of depth. He has 8 different special moves, but they must be unlocked over the course of a round.
So when the match starts, all of these except for the first one at the far left are "sealed", and the way to unlock them is by landing normal moves to move a cursor over the desired seal, then to use an input (such as 4D) to unlock that seal. If your combo moves the cursor one space away from your desired seal, too bad; you have to move the cursor through the rest of the seals to unlock your desired seal again.
What separates Blazblue from its contemporaries is that the majority of its roster is like this. It's the unique Drive system in Blazblue that every character uses differently that sets the game apart from something like Guilty Gear. Of course, Guilty Gear also has its fair share of depth, but I personally find the per-character interactions of Blazblue to be more complex overall.
All of this to say that more depth ≠ better game, of course. I personally prefer playing Guilty Gear X2 over Blazblue. But to each their own.
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