BLAZBLUE: Q&A For newcomers (PLEASE POST/CHECK HERE BEFORE MAKING A THREAD!!!)

BlueFlamingoBlueFlamingo Bitter with ageJoined: Posts: 1,916 mod
Hey guys, with the new influx of players there will be a lot of excitement and questions about Blazblue. In an effort to keep things consolidated, orderly, and organized I'd like to keep this section available for any sort of general questions that you won't be able to find in the other threads.

Please remember to read the stickies they are quite helpful, also please remain respectful and tolerant of new members. There was a time when you didn't know what you were talking about either!
shut up TGS
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Comments

  • BlueFlamingoBlueFlamingo Bitter with age Joined: Posts: 1,916 mod
    First question was asked Originally by Amazing Sandwich.

    " Regarding Button Setup?
    I have played GG but not Blazblue before and am wondering what the best control setup is for my SE fightstick. I modded it so that it is a standard 6-button street fighter setup, but where should i place the ABCD buttons respectively?

    ABC
    Dxx

    or this?

    BCD
    Axx

    (where x represents one of two unused buttons)

    -this best? three attack buttons on top row and juggle on the bottom left button?

    Any suggestions appreciated,
    cheers"
    shut up TGS
  • AGentlerHatredAGentlerHatred Joined: Posts: 107
    It's a combination of character choice and personal preference. Most people (myself included) prefer the first way though. Drive != Juggle, btw. It's character-specific gimmicks (puppet for Carl, staff projectiles for Litchi, etc.)
    I would play a Miami Vice doujin fighter, though.
    Oh sweet lord, you bet your ass I would.
    I want to see chibi Edward James Olmos with a huge plasma sword rushing dudes down.
    - Ghostal
  • ShardZShardZ Still Melting Blood. Joined: Posts: 938
    Both control layouts are selectable in arcade, so either one is 100% valid. The first one will feel more natural for anyone that's played stuff like TvC, melty blood, arcana heart, etc. whereas the second is more like GG and other Arcsys games.
  • DimeDime Wasting time Joined: Posts: 10,259
    well i personally prefer the second one "B". i can use my 3 fingers for normals and my thumb for drive.


    first one seems weird to me cause i'll either have to use my thumb for weak attack, or my pinky for drive depending on how i let my hands rest on the configuration.




    they did a poll on dustloop and i think it was 2/3rds in favor of B layout iirc.





    -dime
    Gettin' my derp on.
  • Minerva_SCMinerva_SC Get on my level Joined: Posts: 1,684
    any "official" word on how balanced it is? any tier lists laying around?
  • BlueFlamingoBlueFlamingo Bitter with age Joined: Posts: 1,916 mod
    here's the latest character match up chart. Should answer your question :wgrin:

    Courtesy of our friends at versuscity.net -
    shut up TGS
  • AGentlerHatredAGentlerHatred Joined: Posts: 107
    Top 3 (Nu, Arakune, and Rachel) have a significant advantage, but they're not unbeatable. There haven't been any official tier lists that I know of, but there's a matchup chart here: http://www.dustloop.com/forums/showthread.php?t=5920

    Keep in mind that it's just based on player opinions though.

    You can also check the list of SBO qualifiers to see how many players have won a qualifying tournament with each character.

    Edit: Ha, beaten to the matchup chart. The one he posted is slightly different, but it's based on the opinions of many of the same players, so emphasis on the "slightly".
    I would play a Miami Vice doujin fighter, though.
    Oh sweet lord, you bet your ass I would.
    I want to see chibi Edward James Olmos with a huge plasma sword rushing dudes down.
    - Ghostal
  • BlueFlamingoBlueFlamingo Bitter with age Joined: Posts: 1,916 mod
    I didn't want to keep linking to dustloop, so I just got the file straight up from the guys :)
    shut up TGS
  • Minerva_SCMinerva_SC Get on my level Joined: Posts: 1,684
    Thanks. :)
  • King9999King9999 Joined: Posts: 10,874 ✭✭✭✭✭ OG
    I'm checking out the official BlazBlue English site, and there's a notation in the characters' movelists that I don't understand. Beside each move, there's a "SP1," "SP2," etc...what is that?
    Switch Friend Code: SW-2722-8799-3295
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  • SugaFreeSugaFree NAW SON Joined: Posts: 1,348
    Question: What exactly is 236? I been reading around the forums and I keep seeing 236+A, 236+B etc.

    Excuse the noobieness :sweat:

  • BlueFlamingoBlueFlamingo Bitter with age Joined: Posts: 1,916 mod
    Question: What exactly is 236? I been reading around the forums and I keep seeing 236+A, 236+B etc.

    Excuse the noobieness :sweat:

    The joystick layout is like this

    789
    456
    123

    Remember 5 is in the middle and you should be alright. So for examble a hadouken would be 2,3,6+A
    shut up TGS
  • SugaFreeSugaFree NAW SON Joined: Posts: 1,348
    The joystick layout is like this

    789
    456
    123

    Remember 5 is in the middle and you should be alright. So for examble a hadouken would be 2,3,6+A

    Wow, so its just QCF in number form. And here I thought I was going to be lost with all this talk about numbers. College has made me afraid of numbers :rofl:

    Thanks very much OP:tup:

  • SystemSystem Joined: Posts: 508,676 admin
    I'm checking out the official BlazBlue English site, and there's a notation in the characters' movelists that I don't understand. Beside each move, there's a "SP1," "SP2," etc...what is that?

    not official, but my very educated guess is that SP1 for example is the shortcut for a Special Attack bound to the right analog stick (as a shortcut)

    they used the SP1 notation in Wii Guilty gear for the specials bound to 'hold these buttons and swing the remote'

    just speculation though
  • jackzenithjackzenith Joined: Posts: 76
    Can you still use the plinking method for links?
  • koogykoogy BROKENTIER.COM Joined: Posts: 3,360
    Can you still use the plinking method for links?

    The game repeats the same button press for 5 frames if you hold it. So, no, plinking isn't to your advantage in comparison.
    FIGHTING GAMER CLOTHING
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  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    guys...
    plinking is a SF4-only glitch
    Location: Maryland
    PSN: fourer5 // XBL: fourerfive
    www.youtube.com/user/fourerfive
  • RoboticToastRoboticToast Joined: Posts: 18
    Is there a list of character health/stamina anywhere? In SF I always seemed to be drawn to the frail/pixie characters...
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    Location: Maryland
    PSN: fourer5 // XBL: fourerfive
    www.youtube.com/user/fourerfive
  • SystemSystem Joined: Posts: 508,676 admin
    The game repeats the same button press for 5 frames if you hold it. So, no, plinking isn't to your advantage in comparison.

    Whoa, that is way easier than plinking
  • radicaledward101radicaledward101 . Joined: Posts: 805
    Why is the music actually good? Aren't 2d fighters supposed to have mind numbingly painful soundtracks?

    Serious questions:
    How do you get the unlockables? What are the unlockables?

    Question for Xbox 360 users:
    Is the gameplay/loading times/etc. better if you install the game on your HDD? I know for Halo 3 Bungie specifically said not to install the game. However, SFIV has much better load times and stuff with the game installed.

    Also...
    Someone is bound to ask this so... Here are the Xbox 360 achievements http://www.xbox360achievements.org/game/blazblue/achievements/
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • PelvicThrust69PelvicThrust69 Get Hype Joined: Posts: 390
    Question for Xbox 360 users:
    Is the gameplay/loading times/etc. better if you install the game on your HDD? I know for Halo 3 Bungie specifically said not to install the game. However, SFIV has much better load times and stuff with the game installed.

    Halo 3 was one of the few games really ,really optimized around streaming.

    I don't have the game in my hand yet, but I can almost 100% guarantee that, yes, it will be significantly faster load times if you install it to the hard drive.
    Zangief has such a way with words.. "For a number one self-important fellow, the meaning is a misunderstandable thing saying it's as painful as a knife thrusting! Ooh! That's right there's that."
  • radicaledward101radicaledward101 . Joined: Posts: 805
    Also, it seems that the achievements website I posted earlier dropped all the secret achievements...

    This one is complete http://www.succesfull.fr/index.php?option=com_succesfull&Itemid=5&l=en&JeuID=569
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • nevershootmenevershootme mmmm Toasty.... Joined: Posts: 113
    not official, but my very educated guess is that SP1 for example is the shortcut for a Special Attack bound to the right analog stick (as a shortcut)

    they used the SP1 notation in Wii Guilty gear for the specials bound to 'hold these buttons and swing the remote'

    just speculation though

    yea the hotkeying of special attacks exists in BB. Tager 360 on 1 simple button :looney:
  • HBRDHBRD why Joined: Posts: 2,464
    Why is the music actually good? Aren't 2d fighters supposed to have mind numbingly painful soundtracks?
    Indestructable is now playing in your head, on loop :tup:
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    Tarnish: OS is like the Coke Zero of strategy
    Abominablek: CvS1's menu theme was so gay I expected the Queer Eye guys to bust into my house and give me a makeover
  • DarthTreyDarthTrey Sabaku Taiso!!! Joined: Posts: 924
    Why is the music actually good? Aren't 2d fighters supposed to have mind numbingly painful soundtracks?


    Welcome to the world that Gear heads have been living in for years.

    All hail Daisuke Ishiwatari


    ahhhhhhh if only you SF players new what you have been missing.

    True story. Senkei33 and I were at a big SF tourney in orlando a month ago or so(GoogleMyNames) and when he hooked his ps3 up to the projector for finals we had some casual time and he turned on his Guilty Gear Soundtrack while we were playing SF and we had numerous numerous comments/ questions about it lol.
    Say hello to your mother for me.
  • BotTaaManBotTaaMan Joined: Posts: 16
    So from what I understand, if you don't press anything when your opponent is doing a combo on you; they can make it a "false" combo making it longer than intended (as a result the heat gauge dims a bit).

    So is it in your best interest to hit an attack button as soon at the heat gauge dims to get out the combo; or is there an alternative method to determine when the best time to recover out of a combo is.
  • XgrayninjaXgrayninja Fumbling my way to the top. One loss at a time. Joined: Posts: 1,224
    Very, very newb-esque question, but here goes: are there any charge characters in BB? Because I normally use those type of characters in SF.
    Gotta be hungry.
  • radicaledward101radicaledward101 . Joined: Posts: 805
    Very, very newb-esque question, but here goes: are there any charge characters in BB? Because I normally use those type of characters in SF.

    Do you mean characters with a Guile type move set? If so then I don't think so. Noel's astral finish is a charge down combo. I could be wrong though. I've only used a few characters so far.
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • XgrayninjaXgrayninja Fumbling my way to the top. One loss at a time. Joined: Posts: 1,224
    Do you mean characters with a Guile type move set? If so then I don't think so. Noel's astral finish is a charge down combo. I could be wrong though. I've only used a few characters so far.
    I mean just any character that has specials which only require holding back/down than releasing forward/up, as opposed to a joystick motion like QCF or a 360 motion.
    Gotta be hungry.
  • radicaledward101radicaledward101 . Joined: Posts: 805
    I mean just any character that has specials which only require holding back/down than releasing forward/up, as opposed to a joystick motion like QCF or a 360 motion.

    So yes then my answer fits. Though I'm unsure if its correct.
    -MBAA - Seifuku Akiha (I only play casuals now. No one wants to play...)
    -VS - Demitri (According to Twitter I'm the worst Demitri ever! [My Biggest FGC Accomplishment])
    -VF - Kage
  • samiamx50samiamx50 Samwise I Am Joined: Posts: 63
    There are no pure charge characters. Everyone uses commands (quarter circle, dp, etc).
  • XgrayninjaXgrayninja Fumbling my way to the top. One loss at a time. Joined: Posts: 1,224
    There are no pure charge characters. Everyone uses commands (quarter circle, dp, etc).
    Thanks for clearing that up for me.
    Gotta be hungry.
  • HirumaNCHirumaNC Joined: Posts: 571
    A note to all players that plan to main/sub/hug Taokaka, you will want to map the taunt button somewhere your fingers can comfortable reach & combo with, her most damaging combo uses taunt.
  • XombieXombie No Armor? No Problem Joined: Posts: 654
    Anyone working on story mode? Still trying to get the 100% for Arakune and cant figure it out yet.

    Figured I should post this here instead of his thread.
    MVC3 : Arthur/Doom/Sentinel
    SSF4AE : Yun/Cody
    WMMT3 : RX-7 FC3S 600HP
    IDV3 : RX-8 Battle Level 16
  • SystemSystem Joined: Posts: 508,676 admin
    Hi guys, ive lurked around these forums now and again, this is my first post. I was wondering if you could answer me a question. I love SF and most Neo Geo fighters, and when choosing characters ive always gone for shotokan or kyokugen characters, with their f,d,df,f anti air and d,df,f projectiles. ive never owned a guilty gear outright, but when i played it, it seemed a bit too crazy for me. i think i was being too narrow minded, for example i was very sceptical about sf4 and i ended up loving that! so i want to skip GG and give BB a try.

    sorry im going on with myself; my question is - is there a good character in blazblue for shoto/kugen fans like myself?

    thanks
  • soulbankaisoulbankai I can't combo Joined: Posts: 227
    imo SHObr, maybe Jin or Ragna, maybe even Noel. Jin is probably the closest, an upper motion, and has projectiles. But, his play style is awkward. But that may be where Ragna comes in. Sorry if my advice sucks. I am also still new to the game like everyone here. So my suggestion might be a little bad.
    If only I knew how to combo, I would probably actually be a decent fighter.
  • SystemSystem Joined: Posts: 508,676 admin
    sorry im going on with myself; my question is - is there a good character in blazblue for shoto/kugen fans like myself?

    thanks

    Jin.
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    Jin.
    Location: Maryland
    PSN: fourer5 // XBL: fourerfive
    www.youtube.com/user/fourerfive
  • orochizoolanderorochizoolander 2LANDER! Joined: Posts: 15,631
    It's probably character specific but how useful is guarding, instant guarding, barrier, and instant barrier? in a general sense I mean which should I be using more of? in the few vids I've seen it seems barrier is rarely used (I guess that 1 extra recovery frame is a big deal?) and instant guarding I guess relies on how well you can anticipate like just defending in cvs2 or parrys in 3s?

    The zetaboards site says barrier burts ONLY stops the opponent's attack but the sticky on srk says it also makes you do a little more damage for the rest of the round, since you get 1 everyone does that mean whenever either you or the opponent is low on life you should use barrier burst since you get it back next round anyways?

    What's the use of rapid cancel? is it there for resets since damage scaling makes big combos worthless?

    To tech in aie I just press a,b, or c after being hit but does this work for getting out of combos or just single attacks? and if not then is there another way to get out of a combo without barrier bursting? and how do I ground tech?

    In general how useful is counter assault?

    WTF is projectile attribute attacks that are invincible to projectiles? and how does this seemingly complicated attribute mechanic integrate into gameplay? it seems like a lot to keep all this shit in mind PLUS thinking oh that cr forward has foot invincibility! lol.

    How does the clash system work? is it when both player hit each other with the same normal at the same time? and if so what determines who gets the frame advantage?

    This is probably character specific but if the longer a combo goes the less damage it does then what's the right balance?

    Sorry for all the newbie questions:sweat:
    P. gorath said: seriously though, it really crystalized how much better mvc3 is than that game. "Oh look, commando vs. 3 characters...this will be excitin--zzzzzzzzzzzzzZZzzzz"
  • krokro Joined: Posts: 695
    Barrier is useful for negating chip damage, keeping the guard libra static, and pushing the opponent back further (but not marvel far).

    Instant blocking is best used against readable attacks to shorten your block stun, gain meter while defending, and punish. It's very similar to JD from cvs2, but an important thing to remember is that you can "red JD", which is similar to red parries in 3s but a lot safer. So if someone likes to end his blockstrings with Jin's ice car, you can IB only that last hit and punish him hard for it.

    Instant barrier isn't used often since it's harder to do but will give you some significant meter gain if you can manage to do it.

    Generally, you'll want to burst when you're low on life since you get 1 every round. But some people expect that and will bait it and punish.

    Rapid Cancel is mainly used to extend combos and make unsafe moves safe. For example: You can do Ragna's DP and RC it if the opponent blocks. Since you're still in the air, you can attack with an aerial immediately and continue your pressure.

    Counter assault usefulness is character dependent. Arakune's is a throw, Noel's is a roll, etc. But everyone can benefit from having pressure taken off of them i.e. getting out of the corner.

    Projectile attribute and projectile invincibility is nothing new. Ryu's fireball is projectile attribute. Blanka's EX ball is projectile invulnerable. Noel's 5d is projectile invulnerable during the startup and attacks with a short range blast that has a projectile attribute. Every character has a few of these worth mentioning, and it adds a lot of depth to the game. If you can do it in SF, you can do it in BB.

    See the stickies for understanding how to tech and how clashing works.

    Finding the right balance for combo damage and length depending on the situation is exactly what everybody is trying to figure out in character threads.
  • KrsJinKrsJin Cheat Kune Do Joined: Posts: 1,347
    I was told the console version would have more colors per character from the arcade. If this is true, how do you access/unlock them?
    Number one chief rekka.

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  • Phoenix AzurePhoenix Azure Joined: Posts: 1,115
    here's a quick question. Some of the Astral Finishes are 720 motions. are there shortcut motions in this game or am i subjected to buffering it on a jump?
    SSFIV: M: Adon/Dictator S: Claw
    Blazblue: M:Hazama
    Waiting for the King to return...
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    It's probably character specific but how useful is guarding, instant guarding, barrier, and instant barrier? in a general sense I mean which should I be using more of? in the few vids I've seen it seems barrier is rarely used (I guess that 1 extra recovery frame is a big deal?) and instant guarding I guess relies on how well you can anticipate like just defending in cvs2 or parrys in 3s?

    Instant guard and barrier can create openings in blockstrings. Which is indeed specific to the situation. If you have a fast jab or a good reversal, instant blocking can give you the one frame you need to DP out of someone's chain-jab blockstring. Or give you enough frames to punish an otherwise unpunishable move.

    Barriar, I've litterally never used in BlazBlue. But in Guilty Gear, barrier can pushback your opponent far enough to give characters with slow attacks or no reversals a chance to jump away or squeeze in a counter attack of their own. There are also certain blockstrings that if you barrier at certain points, they get pushed back enough that their next attack whiffs.

    In BlazBlue, when people use barrier against me, I've notice that the pushback is much stronger then in Guilty Gear.

    Again, it's all specfic to the situation. If I don't intend to barrier, then I'm always trying to instant block. Get dat meter.
    The zetaboards site says barrier burts ONLY stops the opponent's attack but the sticky on srk says it also makes you do a little more damage for the rest of the round, since you get 1 everyone does that mean whenever either you or the opponent is low on life you should use barrier burst since you get it back next round anyways?

    Yeah, no reason to save your barrier.
    What's the use of rapid cancel? is it there for resets since damage scaling makes big combos worthless?

    Rapid cancel cuts off whatever animation, returning you back to a ready state to do whatever else you want. Keep pressure, bait a burst, start a combo, extend a combo, make an unsafe move safe, etc.

    Imagine if you could instantly recover from Ryu's hurricane kicks when ever you wanted. You can RC in the air and now you're ready to bust out a short, for the overhead, or land and sweep for the low, or just throw them. Think of SF4's FADC, but with out the dash and you're not limited to just canceling ground moves.
    To tech in aie I just press a,b, or c after being hit but does this work for getting out of combos or just single attacks? and if not then is there another way to get out of a combo without barrier bursting? and how do I ground tech?

    tapping a, b, or c is how you tech. You can tech forward, neutral, or back; by leaning the stick forward, neutral, or back. Same for ground techs. You can also quick ground tech by tapping a, b, or c as your body touches the ground, but you can only tech neutral in this way.

    definition of a combo:
    * Combo
    - n. - A series of hits that, once the first connects, the rest will connect without giving the opponent the ability to defend at any point. Some games have moves that act as "Combo" breakers, but most do not.

    short of you opponent failing to execute, bursting is the only way out of a combo. Should your opponent fail his combo, you can tech. If the combo is over and doesn't end in a knockdown you, can tech. If the combo does end in a knockdown, then you can quick ground tech. If the combo ends in an untechable knockdown, then you can only ground tech.

    If you are having trouble teching, try tapping to each hit of your opponent's combo, but time your taps to just before your opponent's hits connect. Or you can just mash.
    In general how useful is counter assault?

    Characters who lack fast jabs or decent reversals tend to have to rely on counter assaults. Characters who gain meter like candy or don't have much use for their meter might burn their meter on counter assults. Sometimes a well placed counter assault can disrupt your opponent's flow. Or sometimes a character's lockdown is so tight, you either use a counter assult or you sit there blocking for a really long time.
    WTF is projectile attribute attacks that are invincible to projectiles? and how does this seemingly complicated attribute mechanic integrate into gameplay? it seems like a lot to keep all this shit in mind PLUS thinking oh that cr forward has foot invincibility! lol.

    I'm not sure I understand the question. Some moves have the projectile attribute attached to them. And some moves have the anti-projectile attribute. A projectile can't hit a character during anti-projectile frames. Regardless of where on their sprite the projectile touches. This is the same for all the other attributes and anti-attributes.

    This is different from traditional invincible. Where if someone has upper-body invincibility, you can still hit them if you aim your attack lower/deeper.
    How does the clash system work? is it when both player hit each other with the same normal at the same time? and if so what determines who gets the frame advantage?

    A clash happens when ever an attack's attackbox overlaps with another attack's attackbox, without any attackboxes overlapping hittableboxes.
    This is probably character specific but if the longer a combo goes the less damage it does then what's the right balance?

    A combo is a combo. Get your guaranteed damage where you can.

    Do you want to finish your opponent in 2 or 3 combos (or 1 combo!)? Or do you want to finish your opponent in 20 to 30 pokes? To put it another way: Do you want to have to outplay your opponent 2 or 3 times? Or do you want to outplay your opponent 20 or 30 times?
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  • KYJellyDonutKYJellyDonut Custom Stick Junkie Joined: Posts: 860
    Quick Question...

    How is the game setup to taunt in the arcades?

    I'm using...

    A B C
    D X X

    as my setup and I have every other button unregistered. I'd like to add in taunts...what button should I use/how should I set it up?

    Thanks
    The Dark Knight Byrdo Custom (JLF (LS-32 Spring), Sanwa, PS2)
    Hori VLX (LS-32, Sanwa, PS3/XB360/XBone)
    Madcatz R1 TE (LS-32, Sanwa, PS3/XB360)
    http://www.flickr.com/photos/23277275@N08/sets/72157622163260622/
  • LuscheLusche gets pwnd by scrubs Joined: Posts: 283
    In the arcade taunt is the 'start' button ...

    If you need taunt like say for taokaka's combos and have the start button at the back of your stick like some customs or the madcats TE I would use the unused button under you 'C' ...
    feels more comfortable that way, at least for me ... way like GG or MBAC
    not even worth to be called a scrub ...
  • KYJellyDonutKYJellyDonut Custom Stick Junkie Joined: Posts: 860
    In the arcade taunt is the 'start' button ...

    If you need taunt like say for taokaka's combos and have the start button at the back of your stick like some customs or the madcats TE I would use the unused button under you 'C' ...
    feels more comfortable that way, at least for me ... way like GG or MBAC

    Thank you
    The Dark Knight Byrdo Custom (JLF (LS-32 Spring), Sanwa, PS2)
    Hori VLX (LS-32, Sanwa, PS3/XB360/XBone)
    Madcatz R1 TE (LS-32, Sanwa, PS3/XB360)
    http://www.flickr.com/photos/23277275@N08/sets/72157622163260622/
  • HBRDHBRD why Joined: Posts: 2,464
    I have it under my C/D button.

    A B C
    D x T

    B C D
    A x T
    Magnetomaniac: TEACH THIS GUY HOW TO PLAY CHUN AND RUFUS RESPECTIVELY
    Tarnish: OS is like the Coke Zero of strategy
    Abominablek: CvS1's menu theme was so gay I expected the Queer Eye guys to bust into my house and give me a makeover
  • StaplesStaples OH HAI! Joined: Posts: 62
    2 Questions:
    In the console version, within the Options Menu, there is an option to change it between Console and Arcade setup. What does having it on arcade actually change?

    What is different about Unlimited characters?
  • Syxx573Syxx573 Jo Mama Joined: Posts: 8,963
    how the heck does color select work? Is it something i have to unlock?
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