Fugu said:
BlazBlue is my first 2D fighting game. I picked up Litchi as my first character (In CT) and yeah it was difficult but it certainly didn't hamper my playing experience. In fact, it forced me to emphasize execution and spacing more because if my combo wasn't as long as a short film, it probably wouldn't do more than 2k. It means it takes longer for you to start winning but you'll probably be better at the game than someone who earns a lot of wins because they can do 3.5k as Ragna but gets stonewalled against any decent player because he has no concept of spacing or mind games.
EDIT: Actually, I'm conflicted. It's easy to forget how insanely frustrating picking up Litchi was when I was newer and how much trouble I continue to have making meaningful advancements to my game. It would avoid a lot of frustration to pick up an easier character; however, BlazBlue isn't the kind of game that lends itself well to people switching characters outright, so it's probably best in the long run just to pick a character that you like.
I agree that switching characters is no good, but it wouldn't hurt him to start out with the characters I recommended; if he finds out that he really likes one of them, he'll have an easier path, and if he likes none of them, at least he'll be introduced to the game mechanics in a friendly way.
I would no in way recommend characters like Hazama, Arakune, Carl, Litchi, or Rachel to newcomers. For that matter, people like Noel, Makoto, or Tsubaki are right out as well.
Edit: The reason I recommend characters like Hakumen or Tager is because they have something unique that makes them newbie-friendly. Hakumen has single, powerful strikes and that applies to Hakumen as well. Tager's moves are simple and have obvious applications or advantages, as do Hakumen's.
Ragna and Jin have a decent mix of moves which give you ideas on spacing, character movement, upper/lower body invincibility, and recovery. They have strings which start off on the ground and are good as they are, and can easily lead into arial combos without too much of a leap in execution.
I'm avoiding people like Noel, Tsubaki, Litchi, Lambda and Carl because they require execution heavy extended combo strings which would be difficult to learn from the get go. Same goes for Taokaka, who's single strikes are pitiful.
Remember that if you want someone to be interested in a game, especially a fighting game, they have to see some payoff go with their initial efforts. Yeah, all of them have some difficulty, but there's no reason to throw them to Hazama or Carl and say "Well, you like their design, so figure it out."
I tried that; I started out with Noel. Turns out ever since I went back and tried to learn basic fighting concepts with Ragna, I've been playing much better.
So yeah, starting with Ragna won't teach you Carl. Fine. But there's a much better chance of him latching on to the game and experimenting with everyone if he does start off with Ragna. I know that as soon as I get a better handle on Ragna, I'll be moving to Makoto, Tager, Hakumen or Taokaka. Heaven knows that they don't play like each other at all, but Ragna will have given me fundamentals that I can carry over to most anyone.
When I say fundamentals, I mean it; stuff like buffering 236 during Ragna's standing C to enable 236A to land as a chain. Now I am better able to buffer movements during other moves that require it, like Tager's 41236D into 623C.