Re: All Things Blazblue Central Fiction
Making the opponent recover in training mode actually has it's importance, as in Blazblue there's a notion called unvalid combo, which is basically a ccombo that can be escaped from if the opponent recovers when possible. It is mentionned in Continuum Shift's tutorial along with the fact you can hit an opponent when he's on the ground, and though we of course don't see it there's an indication on the screen when a combo is unvalid, but I don't remember how it's done, I may do continuum shift's tutorial once more.
Edit: Apparently the number of hits your combo does appears red when it's valid, and blue when it's unvalid. Should the combo be unvalid another number appears which is the number of hits you inflicted after your opponent missed it's chance to escape.
That's why it's preferable to make the opponent recover in training. Even sighted gamers do so instead of looking if the number of hits appears
red or blue, as all the training sessions I saw on youtube were done with recovery turned on.
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