@pandabetic_6528 oh, and about the burst system, before the current one was introduced in the third game, there were two in the two first, in the very first one it was tied to your barrier gauge wich means that when you use burst you go into danger state, meaning you take twice the damage, wich is very weird for a game they at the time wanted to make "beginer friendly". In the second game you start a match with two burst notches, one lit up and one Grayed out, if you use a burst the lit up notch will be used and never come back, but if you lose a round the gray notch will lit up and become usable. (very nerd emoji comment I know.)
@ that I’m aware of. I have a student that showed me how hated Burst was to Mori. Knowing that that’s not the case anymore, I didn’t want to give unnecessary info for Central Fiction. But I’m sure anyone new to Gear seeing this would look stunned like HUH???
I am definitely gonna be sharing this video with some friends to let them know some of the helpful things about Burst shown. I have almost the exact opposite problem (in the older GGs, that is). I always forget Burst exists, even when it would probably be a very opportune moment to use it XD
Strive just took so much of a skillset away without compensating with much in return, this issue was bound to occur. Burst is just one aspect of many. I've seen people far more auto piloting the same two strings during pressure without accounting for IB or SB/Blitz shield or different Dead Angle attacks, depending on which game you play. Strive homogenized so much routing to do a specific thing so much so that even the removal of teching made combo drops often inconsequential in a casual setting since in Strive you often just got an automatic reset whereas when an opponent in the other games can turn the tides pretty fast if you mess up or at least return to neutral. The list goes on and on. But great video elaborating on the differences of Burst management. Could've been more condensed if you scripted beforehand but it's well explained nonetheless.
I'm not sure how I feel about bursting in strive currently (my main game atm), but for the older titles I eventually started to feel like it was almost always a weaker option to bait bursts (outside of burst safe routes, which I highly encourage). If I force their burst and get hit by it: yes, now back to neutral, not great. If I bait their burst and they're prepared (or defensively option-selecting), I now completely give the turn to my opponent and I'm in a terrible spot. I'm very open to discussion on this, but that was/is the feeling for some time.
I'm in agreement since for Faust, he has burst safe grounded routes, but air safe burst routes are VERY few and far between. So my take is just let them burst so I can use my stronger combos without them Bursting it and staying alive. At the very least, if they don't burst and tech later, if I do jH, they're teching into big jH active frames and hitbox so I can force my turn that way
"AS THE DEFENDER YOU HARDLY BUILT METER AT ALL" aaaaaand that's why I hate strive. Restricted gattlings and non existent defensive mechanics and low meter gain isn't fun if I'm the defender.
Sorry, but I just want to comment on the "I hope theres a blazblue 2" part, uh... Centralfiction is blazblue 4. Anyway great vid
@@gustavoponto oh… oh goodness lol
Thank you
@pandabetic_6528 oh, and about the burst system, before the current one was introduced in the third game, there were two in the two first, in the very first one it was tied to your barrier gauge wich means that when you use burst you go into danger state, meaning you take twice the damage, wich is very weird for a game they at the time wanted to make "beginer friendly". In the second game you start a match with two burst notches, one lit up and one Grayed out, if you use a burst the lit up notch will be used and never come back, but if you lose a round the gray notch will lit up and become usable. (very nerd emoji comment I know.)
@ that I’m aware of. I have a student that showed me how hated Burst was to Mori. Knowing that that’s not the case anymore, I didn’t want to give unnecessary info for Central Fiction. But I’m sure anyone new to Gear seeing this would look stunned like HUH???
I am definitely gonna be sharing this video with some friends to let them know some of the helpful things about Burst shown.
I have almost the exact opposite problem (in the older GGs, that is). I always forget Burst exists, even when it would probably be a very opportune moment to use it XD
As Anji can guardpoint burst in +r and Leo and parry burst in Xrd so there is just a lot of ways to bait burst while countering other options.
Strive just took so much of a skillset away without compensating with much in return, this issue was bound to occur. Burst is just one aspect of many.
I've seen people far more auto piloting the same two strings during pressure without accounting for IB or SB/Blitz shield or different Dead Angle attacks, depending on which game you play.
Strive homogenized so much routing to do a specific thing so much so that even the removal of teching made combo drops often inconsequential in a casual setting since in Strive you often just got an automatic reset whereas when an opponent in the other games can turn the tides pretty fast if you mess up or at least return to neutral. The list goes on and on.
But great video elaborating on the differences of Burst management. Could've been more condensed if you scripted beforehand but it's well explained nonetheless.
Do you plan on making a discord server?
I'm not sure how I feel about bursting in strive currently (my main game atm), but for the older titles I eventually started to feel like it was almost always a weaker option to bait bursts (outside of burst safe routes, which I highly encourage). If I force their burst and get hit by it: yes, now back to neutral, not great. If I bait their burst and they're prepared (or defensively option-selecting), I now completely give the turn to my opponent and I'm in a terrible spot. I'm very open to discussion on this, but that was/is the feeling for some time.
I'm in agreement since for Faust, he has burst safe grounded routes, but air safe burst routes are VERY few and far between. So my take is just let them burst so I can use my stronger combos without them Bursting it and staying alive.
At the very least, if they don't burst and tech later, if I do jH, they're teching into big jH active frames and hitbox so I can force my turn that way
"AS THE DEFENDER YOU HARDLY BUILT METER AT ALL"
aaaaaand that's why I hate strive. Restricted gattlings and non existent defensive mechanics and low meter gain isn't fun if I'm the defender.