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System Mechanics
BlazBlue Entropy Effect is by no means an easy game to get into from a beginners position. In classic BlazBlue fashion, BBEE uses a plethora of unique terms that quickly complicate the game. Additionally, BBEE lacks a strong tutorial to direct new players, leaving many people lost when starting out. In order to attempt to alleviate this, this page is dedicated to the many system mechanics and irregular terminology involved in playing the game.
Dodge Frames, Invulnerability Frames, and Invincible Dodge Frames
Avoiding damage can be... complicated, to say the least. While you could avoid damage directly by going around or staying out of its range, there are several moves that provide various forms of invulnerability. These not only allow for continuous offense for the player, but also lead to different Prototypes having different solutions for getting out of tricky situations. Whether it be an error in the Prototype's coding or just a poor translation/clarification, Potentials are often described to have one form of invulnerability while actually being another. To ensure the proper information is conveyed, what is written in each Prototype's Potential list has been tested for the correct term. (Temporarily not true, testing is being done right now.) As of now, the three main types of invulnerability are:
Dodge Frames: Dodge Frames are the most common forms of invulnerability. For most Prototypes, their Dash will have Dodge Frames built into it. Additionally, most moves that use the Dash button, such as Hazama's Shadow Serpent, tend to have it as well. Dodge Frames make you avoid most instances of damage and will trigger any Tactics or Talents, such as Jin's Time Stasis, that require you to "dodge/perfect dodge attacks". Dodge Frames only lose to two types of attacks, which must be avoided in a different way. The first and more obvious type of attack are any attacks that are announced with a large, purple exclamation point(!). Moves that only have Dodge Frames, like Dashing, will not protect your Prototype from taking damage. The next are moves that physically grab your Prototype. While most of these are announced with the previously mentioned purple exclamation mark, it is not a 100% rule and having knowledge ahead of time will keep your Prototype alive. The current list of grab attacks is the Sweeper's grappling hook grab, Oread's "Golden Light" attack, and Susano'o's short range grab in his third phase.
Invulnerability Frames: Invulnerability Frames, while serving a similar purpose, are different than Dodge Frames. The first difference is that these do not trigger Tactics or Passives that specify "dodging/perfect dodging attacks". The second is that the attacks that Dodge Frames couldn't avoid can be avoided with moves that have regular Invulnerability Frames. If you are familiar with the main fighting game series, such as BlazBlue: Central Fiction, then you will recognize most Potentials that have these frames as the respective Prototype's dragon punches, which share the invulnerability property. The other common type of moves that have Invulnerability Frames are SP Skills. SP Skills are immune to damage for a majority of their entire duration. The exceptions to that rule are Kokonoe, who's SP Skill has no invulnerability whatsoever, and Noel, who gains Invincible Dodge Frames instead when upgraded.
Invincible Dodge Frames: The ultimate form of invincibility frames, Invincible Dodge Frames take the good parts of both aforementioned variations and puts them together. When used, your Prototype is fully immune to all damage and triggers Tactics and Passives that rely on dodging. While rare, they can be extremely powerful when tied with Jin's Talent or certain Tactics. Thanks to the in-game wording, this is very commonly mistaken as being the first option, or the first option being this form of invincibility instead.
Blocking and Shields
Despite it being complicated already, there are 2 other forms of blocking damage. While they appear similar to the previously mentioned types of Invulnerability Frames, Entropy Effect often uses different terminology which can lead to either overlapping or just wrong descriptions of a move's properties.
Blocking: "Blocking" is a term used for a few Prototypes, but are most notably seen in the Potential Kokuujin: Yukikaze, which is the signature Skill of Hakumen and an additional Potential for Jin. wip
Shields: As of now, the only character to create a shield of this type is ICEY. Her Universal Enhancement allows her to grant herself a shield that does not give her any form of invincibility or invulnerability mentioned before whatsoever. The shield itself has its own personal health bar that cannot be seen by the player, and will break once it has taken enough damage. While it is active, ICEY can still be hit, take knockback, and take damage (albeit only being 0 damage until the shield breaks). This doesn't make it necessarily bad as it does stop ICEY from actually harmed, it doesn't come with any of the benefits of regular invulnerability.
Super Armor
Super Armor is a common attribute that you'll see in the list of Potentials of your Evotype. It's typically an upgrade that grants the Potential the ability to break the super armor of enemies. A common misconception is that super armor is an attribute that bosses have. Bosses have no form of super armor and are instead broken into three states. Super armor is instead a mechanic that only certain normal enemies have that you can see by the orange outline that they have. The first example you'd see are the armored cops with riot shields that crouch, and then charge at you. When an enemy has this orange glow, they are unaffected by skills or tactics that move opponents and they also take heavily reduced damage until the armor is broken. Hakumen actually has his own form of Super Armor with the same properties as the enemies, which triggers during his dash and certain attacks. His Universal Enhancements instead make him take increasingly reduced damage while his super armor is active.