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Domayv

Guilty Gear characters BlazBlue style (gameplay-wise)

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I'm wondering how the Guilty Gear characters would be played if they were placed into BlazBlue gameplay.

 

Universal Changes:

* P becomes A
* K becomes B

* S becomes C

* H becomes D

* 2D becomes 3C

* Health is changed to BlazBlue's due to lack of Defense Modifier and Guts Rating

* No Bear Stun resistance since BlazBlue does not have Bear Stun

* Dead Angle Attacks are now Counter-Asssaults

* Roman Cancels are replaced by Rapid Cancels 

* No RISC Gauge since BlazBlue does not have one 

* Combo Rates are applied to all characters

* B+C replace sideways H for grabbing

* Damage values of attacks are multiplied by 25 to be comparable to the damage of attacks in BlazBlue

 

Let's start off with how Sol Badguy would work in BlazBlue gameplay-wise

 

Sol Badguy

* Health: 11,500

* Movement Options: 1 Double Jump/Airdash, Run-type Dash

* Drive: Afterburner 

            Functions similar to Jin Kisaragi's Drive Frostbite, but instead of freezing, it burns the enemy. Sol's H attacks become his new Drive attacks.

* Overdrive: Hellfire

            Functions similar to Jin Kisaragi's Overdrive Frost End, but uses fire in place of ice.

* Combo Rate: 70%

* Moves

** Gun Flame (236A)

** Gun Flame (Feint) (214A)

** Volcanic Viper (623C/D) (air OK)

*** Knockdown (Volcanic Viper -> 214K)

** Bandit Revolver (236B) (air OK)

** Bandit Bringer (236)

** Break (j.214B)

** Wild Throw (623B)

** Riot Stamp (214B)

** Grand Viper (214C)

** Fafnir (41236D)
*** Tyrant Rave (Fafnir -> 64D)

** Sidewinder (j.236D)

** Slam (j.214B during Dragon Install)
** P.B.B. (j.623B during Dragon Install)

** Tyrant Wave ver.β (632146D, consumes 50% heat)

** Dragon Install (214214D, consumes 50% heat)

** Dragon Install 2nd (214214214214D, consumes 75% heat)

** Astral Heat: Branding Breach/Napalm Death (236236D, consumes 100% heat)

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Why do you have Jin's drive description here? Is it an example? You should state so.

Ragna has a strong resemblance to sol already. Even the moves are similar. Same with Jin and ky.

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Why do you have Jin's drive description here? Is it an example? You should state so.

Ragna has a strong resemblance to sol already. Even the moves are similar. Same with Jin and ky.

I know that Ragna's moves are much like Sol's, but I always would find the latter's drive moves similar to Jin Kisaragi's since both use an element (fire for Sol, Ice for Jin). Also, Ragna's drive (Soul Eater) is different from Sol's since involves absorbing the enemy's health on hit, which is pretty much meant to compensate for Ragna's Glass Cannon (high offense but low defense) playstyle, whereas Sol's would burn enemies and he would essentially have a Lightning Bruiser (high attack, health and speed)/Close-Range Combatant (great at close range but poor at longer ranges) playstyle. Comparing between Ky and Jin, Ky would have weaker A & B attacks, but stronger C and D attacks, and would electrocute as oppose to freeze for his drive attacks. Ky would also have greater zoning abilities than Jin thanks to his new Grinders but have slightly lower health (11,000 health versus Jin's 11,500).

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Except...Sol's fire works nothing likes Jin's ice, period.

I know that since fire and ice are two completely different things, so I should elaborate on how Sol's fire would work if applied as his drive. His drive, Afterburner, deals what's called "Afterburn Damage", which lasts 90 frames (1.5 seconds) for D basic attacks and D special attacks, and 180 frames (3 seconds) for his Distortion Drives. Unlike Jin's Frostbite drive, Sol's Afterburner drive has no limit to how much status effect damage he can apply to his enemy  but it prorates along with the combo, so you will deal less afterburn damage for doing multiple drives and drive-based attacks in one combo, and the enemy is not immobilized when hit by such attacks. Afterburner also increases overall chip damage since afterburn damage ignores blocking (except for Barrier Block).

 

Afterburner damage formula: {Damage of attack} * {.05} * {seconds}. Example: The afterburn damage from Tyrant Wave ver.β  will deal [{2000, 1500} * {.05} * {3 seconds} = 525 damage]
 
Now to elaborate on Sol's Overdrive Hellfire, it allows Sol to burn his opponent with his sword normals and all of his specials (except for 214A, Volcanic Viper -> 214B (normal), 236B (normal), and 623B), and afterburn damage is increased as its duration lasts twice as long (3 seconds for normals and specials, 6 seconds for Distortion drives).
 

Not to sound like a dick, but I don't think you "get" the GG characters.  

I do "get" the GG characters. It's just that I wondered what it would be like if they were placed in BlazBlue-verse gameplay-wise.

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If they're different, why are you comparing the two? Would have made more sense if you did Sol and Ragna.

As to why I'm comparing Sol's and Jin's though they're different. I always find that Sol's drive would work more like Jin's than Ragna's.

 

Anyways, now for Ky Kiske.

 

Ky Kiske

* Health: 11,000

* Movement Options: 1 Double Jump/Airdash, Run-type Dash

* Drive: Thunderbolt

            Thunderbolt enables Ky to electrocute opponents (essentially stunning them), allowing for extended combos and unconventional reset opportunities. Compared to Jin's Frostbite damage, it deals more damage and generally last longer, but enemies can get out of being stunned by waggling the joystick when they're stunned. Moves that can freeze have two additional values: Electrocution Count and Electrocution Duration.

** Electrocution Count: This value determines the amount of times that an opponent may be electrocuted in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 3D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been frozen once before, the normal Drive attack will not electrocute the opponent. However, EX Specials (214D, 236D, j.236D, j.214D) ignore the Electrocution Count limit. Furthermore, you may electrocute the opponent more than once per combo with normal Drive attacks during Overdrive (read the Overdrive section for more details).

** Electrocution Duration: This value determines how long the opponent will be electrocuted after being hit by a move that electrocutes. Electrocution Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter, which basically means that the Electrocution Duration is fixed/set.

** If you hit an opponent with a move that electrocutes while they're crouching or while they're airborne, they will be forced into a standing state.

** If an attack hits Ky while the opponent is frozen, the opponent will recover from the electrocution effect immediately after hitstop.

** Opponents will also break free from the electrocution effect when they are hit by a normal attack, if Ky goes over the Electrocution Count limit or after the Electrocution Duration expires.

* EX Specials: Much like Jin Kisaragi, Ky possesses EX Specials, which consume 25% meter.

** All of Ky's EX Specials freeze the opponent and ignore the Electrocution Count limit.

** If Ky attempts an attack that requires 25% Heat without enough Heat, the C version of the attack will occur instead. (Ex: 236D becomes 236C)

** All EX Specials have a 180 Frame cool-down.

** Ky will gain a reduced amount of Heat during a combo after using an EX Special.

** Although EX Specials ignore the electrocution count limit, if you trigger SMP by using the same EX Special again in the same combo, it will NOT electrocute the opponent again.

* Overdrive: High Voltage

            High Voltage allows Ky to electrocute his opponent with his sword normals and all of his specials, it allows him to break the Electrocution Count limit on his normal Drive attacks, and his EX specials gain additional properties (ground bounce, wall bounce, etc).

** Sword normals (5C, 2C, 6C, j.C) will now freeze the opponent and have a Electrocution Count limit of 2.

** Normal Drives (5D, 3D, 2D, 6D, j.D) gain an extended Electrocution Count limit of 2.

** Special moves will now freeze the opponent and have a Electrocution Count limit of 4.

** Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have a higher P2 and electrocution for a longer period of time.

** EX Specials gain additional properties: 214D wall bounces, j.214D ground bounces, 236D can be dash cancelled.

** EX Specials lose the 180F cool-down period.

** 632146D and 236236A gain extra animations and do additional damage.

** Electrocution attacks that trigger SMP will fail to freeze the opponent.

** You can only electrocute the opponent up to 4 times in a single OD combo (not counting EX Specials). The specials' Electrocution Count limit of 4 is shared with the sword normals/Drives' Electrocution Count limit of 2, meaning that you can only electrocute the opponent up to 2 times with sword normals/Drives and 2 more times with special attacks for a maximum of 4 electrocute per OD combo (not counting EX Specials which ignore the Electrocution Count limit).

* Combo Rate: 65%

* Moves

** Stun Edge (236C)

** Air Stun Edge (j.236B/C. B goes at a 30 degree angle. C goes at a 60 degree angle)

** Vapor Thrust (623B/C)

*** Lightning Javelin (Vapor Thrust ->C)

** Stun Dipper (236B)

** Greed Sever (214B)

** Split Ciel (214C. Summons a Grinder, which changes the properties of 236C, j.236B/C, 236D and j.236D, and increase their zoning capabilities)

** Lightning Strike (222C when opponent is down)

** Charged Stun Edge (236D, air OK. Aerial version goes at a 60 degree angle, consumes 25% heat)

** Lightning Sphere (214D, consumes 25% heat)

*** Charge Drive (Lightning Sphere -> 46D)

** Stun Rays (j.214D, consumes 25% heat)

** Ride The Lightning (632146D air OK, consumes 50% heat)

** Sacred Edge (236236A, consumes 50% heat)

** Astral Heat: Rising Force (236236D, consumes 100% heat)

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Why not make grinders Ky's drive, and expand on what they do? Otherwise we've literally got two people with Jin's drive (not including, well, Jin). That's kind of... lame.

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Why not make grinders Ky's drive, and expand on what they do? Otherwise we've literally got two people with Jin's drive (not including, well, Jin). That's kind of... lame.

That is a possibility. I could make Ky's Drive attacks summon a Grinder.

Here's my revised version of Ky Kiske. How's this for now?

Ky Kiske (revised)

* Health: 11,000

* Movement Options: 1 Double Jump/Airdash, Run-type Dash

* Drive: Thunderbolt

Thunderbolt enables Ky to electrocute opponents (essentially stunning them), allowing for extended combos and unconventional reset opportunities. Compared to Jin's Frostbite damage, it deals more damage and generally lasts longer, but enemies can get out of being stunned by waggling the joystick when they're stunned. Moves that can electrocute have two additional values: Electrocution Count and Electrocution Duration.

** Electrocution Count: This value determines the amount of times that an opponent may be electrocuted in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 3D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been electrocuted once before, the normal Drive attack will not electrocute the opponent. In a combo, you can only electrocute an enemy once, unless it's a Distortion Drive, which ignores the Electrocution Count.

** Electrocution Duration: This value determines how long the opponent will be electrocuted after being hit by a move that electrocutes. Electrocution Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter, which basically means that the Electrocution Duration is fixed/set.

** Drive attacks will also summon a Grinder, which changes the properties of 236C, j.236B/C, 236D and j.236D, and increase their zoning capabilities)

** If you hit an opponent with a move that electrocutes while they're crouching or while they're airborne, they will be forced into a standing state.

** If an attack hits Ky while the opponent is electrocuted, or hits an enemy with an attack that electrocutes, the opponent will recover from the electrocution effect immediately after hitstop.

** Opponents will also break free from the electrocution effect when they are hit by a normal attack, if Ky goes over the Electrocution Count limit or after the Electrocution Duration expires.

* Overdrive: High Voltage

High Voltage allows Ky to electrocute his opponent with his sword normals and all of his specials, it allows him to break the Electrocution Count limit on his normal Drive attacks, and his specials and Distortion Drives gain additional properties.

** Sword normals (5C, 2C, 6C, j.C) will now electrocute the opponent and have a Electrocution Count limit of 2.

** Normal Drives (5D, 3D, 2D, 6D, j.D) gain an extended Electrocution Count limit of 2.

** Special moves will now electrocute the opponent and have a Electrocution Count limit of 4.

** Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have a higher P2 and electrocution for a longer period of time.

** All specials electrocute on hit.

** Electrocution attacks that trigger SMP will fail to electrocute the opponent.

** You can only electrocute the opponent up to 4 times in a single OD combo (not counting Distortion Drives). The specials' Electrocution Count limit of 4 is shared with the sword normals/Drives' Electrocution Count limit of 2, meaning that you can only electrocute the opponent up to 2 times with sword normals/Drives and 2 more times with special attacks for a maximum of 4 electrocute per OD combo.

* Combo Rate: 65%

* Moves

** Stun Edge (236C)

** Air Stun Edge (j.236B/C. B goes at a 30 degree angle. C goes at a 60 degree angle)

** Vapor Thrust (623B/C)

*** Lightning Javelin (Vapor Thrust ->C)

** Stun Dipper (236B)

** Greed Sever (214B)

** Split Ciel (214C. Summons a Grinder)

** Lightning Strike (222C when opponent is down)

** Charged Stun Edge (236D, air OK. Aerial version goes at a 60 degree angle)

** Lightning Sphere (214D)

*** Charge Drive (Lightning Sphere -> 46D)

** Stun Rays (j.214D, summons a Grinder)

** Ride The Lightning (632146D air OK, consumes 50% heat, electrocutes on hit)

** Sacred Edge (236236A, consumes 50% heat, electrocutes on hit)

** Astral Heat: Rising Force (236236D, consumes 100% heat, kills instantly on hit)

Now for Sin Kiske

Sin Kiske

* Health: 11,000

* Movement Options: 1 Double Jump/Airdash, Run-type Dash

* Drive: Thunderbolt II

Sin's former H attacks now deal electrocution damage, similar to Ky's. Unlike Ky's, it is subject to proration similar to that of Yuuki Terumi's. Level 1 attacks (no calories) do not deal electrocution damage. Level 2 attacks (1-8000 Calories) deal electrocution damage but less stagger compared to Ky's Drive attacks. Level 3 attacks (8001-16000 Calories) deal greater stagger than Ky's Drive attacks.

** Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories

** You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623C > 236B will burn a total of 3,000 Calories)

** If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack.

* Overdrive: I'll Never Stop Growing

Sin regenerates calories at 10 calories per frame (totalling 600 calories a second) at a set rate for how long OD will last depending on your health.Meal recover is shortened during OD.

* Combo Rate: 70%

* Moves

** Hawk Baker (623C, burns 1,000 calories)

** Beak Driver (236D, burns 1,000 calories)

*** I'm Sure I'll Hit Something (CCC... during Beak Driver)

** Bull Dash (214C, burns 1,000 calories)

** Elk hunt (236B, burns 1,000 calories)

** Vulture Seize (j.214C, burns 1,000 calories)

** R.T.L. (632146D air OK, consumes 50% heat)

** Voltic Deign (236236A, consumes 50% heat)

** Astral Heat: Raiden (236236D, consumes 100% heat, kills instantly on hit)

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