LaowPing Posted May 15, 2015 Posted May 15, 2015 lead by example Lol, I'm trying. I updated all the Terumi stuff I know of. He only had about 5 short bullets before I came in. I don't know to much about any knew frame data but I have been adding stuff lit hit effects and property changes. Simple things like that. I'm also trying to add in the English names to moves since people love using the Japanese names and I'll have no clue what the hell they're talking about. Afterwards I'm going to head the some of the characters wiki pages and add what I know individually. For example, I noticed Jin's page still has his freeze resets mentioned even though some of them don't work anymore.
skd Posted May 15, 2015 Posted May 15, 2015 (edited) hello! interesting find, though i cant quite test it in 1.1 so easily (ill get around to it eventually) but... superflashes (OD, and Supers) apparently freeze your opponent in place, while keeping the combo timer going for a certain amount of frames. This means you can alter what height your opponent will be at specific points of their untechable time according to how you are able to use superflashes. one example: for the sake of theory, lets say a move has 6 frames of recovery. you hit with it (vs air opponent), and have 7 frames to link something before the opponent hits the ground. instead of letting that move recover normally, you OD cancel. In my tests, this situation would cause you to have /9 frames to hit someone before they touched the ground/. I can assume that overdrive stalls your opponent in the air for 2 extra frames, though I have no idea what this is linked to exactly, or if its uniform. Other moves that can do this, im not entirely sure but i know izayoi trans-am can achieve the same effect, though i cant tell you the exact duration of the stall for trans-am. Other people will have to play with their install supers. however, this does NOT extend combo time. It just changes where your opponent will be at X frame in a timeline. This means, moves that have enough untechable to bring the opponent to the ground with untech time to spare benefit because overdrive will literally extend the amount of time you can combo in total, because you prevent your opponent from reaching the floor as quickly. Otherwise, you just cause them to recover in a different position. In fact, you can even mitigate your own knockdown by OD canceling and doing superflashes before they hit the floor. OK! My GUT feeling is that this existed in 1.1. It explains why a ton of combos into phorizer works, but i never really looked into it. Fortunately, it didnt benefit 1.1 izayoi very much outside of that, but in 2.0 it is a rather big deal for her! Edited May 15, 2015 by not_lunaris
TD Posted May 15, 2015 Posted May 15, 2015 Tsubaki mugen super did this since cs1 iirc. In the wiki it was always listed as "can move 3f before your opponent" or something like that. I didn't understand it before how a move with no sort of block or hitstun value could do this for awhile, but yeah; It just might be how installs were designed in this game. This may be useful to some characters if someone could find an application that doesn't just , for example, extend damage by a couple hundred points (though every bit helps sometimes).Have you been comparing it with the ps3 version?? Cause if net latency is much improved on ps4 that's already enough to convince meyes. The difference is noticeable.
skd Posted May 15, 2015 Posted May 15, 2015 (edited) It's not something like raw plus after flash, it's regardless of whether you come out on advantage or not. If I did something and someone did od on wake-up, my positioning may be affected but the raw data is unaffected (in terms of static difference) so something like plus after flash isn't quite relevant. To be clear, what's affected here is strictly positioning. Then, as an extension, it becomes applicable to static difference in certain situations but the concept itself is not related. Edited May 15, 2015 by not_lunaris
Dreiko Posted May 15, 2015 Posted May 15, 2015 Tsubaki mugen super did this since cs1 iirc. In the wiki it was always listed as "can move 3f before your opponent" or something like that. I didn't understand it before how a move with no sort of block or hitstun value could do this for awhile, but yeah; It just might be how installs were designed in this game. This may be useful to some characters if someone could find an application that doesn't just , for example, extend damage by a couple hundred points (though every bit helps sometimes).yes. The difference is noticeable. FRKZ used to do this too. It would allow Bang to move 1-2 frames before the screen and foe un-froze but ever since it became OD it's not like that any more (now it still is in recovery after the screen unfreezes but you're invincible during that period) I wonder if Tsubaki's mugen still does this since it's the one somewhat-usable install that survived ODfication. What he's talking about sounds more positioning-based though, it's not like you unfreeze before them, I think both parties unfreze simultaneously. Some DDs just don't have post-flash startup like Tager's 720 but a lot of others do and ODs have recovery too. Anyways, I think this boils down to OD canceling and install supers allowing for certain very specific things to link in such a way that wouldn't be possible normally by extending the untech time of certain moves.
skd Posted May 15, 2015 Posted May 15, 2015 (edited) both parties DONT* unfreeze simultaneously in terms of positioning, but as far as combo time goes, they do unfreeze simultaneously. So you are forcing your opponent into 2 extra frames in the same place. Positioning gets altered, frame difference maintained. **perhaps, the person initiating the superflash may also have their positioning restricted for an extra 2 frames, but i dont believe they do. i haven't gone through any conclusive test for that in particular, its really difficult by hand due to overall momentum changes and i dont have all of my recording equipment atm. I have a good idea of how to figure that out, but its just a guesstimate atm. Edited May 15, 2015 by not_lunaris
Dreiko Posted May 15, 2015 Posted May 15, 2015 Hmm, I think what's confusing about that is how we're talking about positioning in frames while it's a spatial thing rather than a time one. Would perhaps describing it as momentum rather than positioning be more accurate? Like, momentum hiccups a bit during that time, this is what it feels like sometimes. Though I think I understand what you mean. Both parties unfreeze but the place where the foe gets frozen at incurs extra delays for them due to untechable knockdown functioning as it does. Maybe testing that while having a graviton pulling you away or something would work. Honestly it would make the most sense that both parties get frozen to me, though I'm not sure if it's the case.
Danaiden Posted May 16, 2015 Posted May 16, 2015 Yeah, this information comes a little bit late and I don't know if it fits here but oh well: About late April anything BlazBlue related (except BB: CP and the DLCs for Magical Beat) was removed from the european Playstation Store. The sites of BB: CS und CSE are still existing, but there are compleatly empty (no download of the game and no DLCs). The worst is that also BB: CT for PSP is not available any more > no CT for PSVita.
VermilionBird Posted May 16, 2015 Posted May 16, 2015 On an unrelated note, are there any videos showing a compilation of all the Distortion's done in Overdrive? I thought someone would've uploaded something like this by now but I haven't managed to find anything on Youtube.
Myoro Posted May 16, 2015 Posted May 16, 2015 Yeah, this information comes a little bit late and I don't know if it fits here but oh well: About late April anything BlazBlue related (except BB: CP and the DLCs for Magical Beat) was removed from the european Playstation Store. The sites of BB: CS und CSE are still existing, but there are compleatly empty (no download of the game and no DLCs). The worst is that also BB: CT for PSP is not available any more > no CT for PSVita. May want to check the PS-store website, I find a lot of stuff archieved there that isn't on the US PS-store, like Dissidia012 for the PSVita and so on. I selected "United Kingdom" for a region on that website and still managed to find what I /think/ are all the BB games for sale sans CPEX (I say think because without an EU PSN I don't think I could buy these and fittingly haven't been given the option to do so. I did find the hilarious tagline "Experience respect, honor and ultimate fighting on the PS3" which made the whole thing worth it for me)
Danaiden Posted May 16, 2015 Posted May 16, 2015 May want to check the PS-store website, I find a lot of stuff archieved there that isn't on the US PS-store, like Dissidia012 for the PSVita and so on. I selected "United Kingdom" for a region on that website and still managed to find what I /think/ are all the BB games for sale sans CPEX (I say think because without an EU PSN I don't think I could buy these and fittingly haven't been given the option to do so. I did find the hilarious tagline "Experience respect, honor and ultimate fighting on the PS3" which made the whole thing worth it for me) Interesting. But if you go to any european PS-Store in your browser, where you can sign in and buy products for your account, it does only list the products which I mentioned.
Venussail91 Posted May 19, 2015 Posted May 19, 2015 I just got an update for this game on PS4, but my friend on PS3 didn't and now we can't find each others rooms. Anyone else having this issue?
someonewhodied Posted May 19, 2015 Posted May 19, 2015 https://twitter.com/some1whodied/status/600494085044998145 This opens up whole new things. Kokonoe can do microdashed 22 lightningrods in neutral or some combo links Tsubaki can mirodash 22B Hazama microdash hotenjins can be done as fast as regular ones. Lambda can do dash exiga nail at below 50 heat. (At above the input defaults to legacy edge) Noel can do 22B/C pickup links at ranges that were previously uncombable Platinum can microdash pogo ender at further ranges than normal. Izayoi can raw microdash super. 236236/214214 inputs are reduced to 3 directional inputs (only needing to actually press 2) Bang can do [2](8)(6)A to TK22A perfectly. (replace 8 with 7 or 9 for direction) Tager can do unbuffered raw 720 So basically some harder inputs are loads easier. Some technically impossible inputs become possible. I just got an update for this game on PS4, but my friend on PS3 didn't and now we can't find each others rooms. Anyone else having this issue? Thats the update we were supposed to be getting. Bugfixes and a few new things added to the game. PS3 should be getting it soon.
someonewhodied Posted May 19, 2015 Posted May 19, 2015 What was added to the game? New patch for PS3/PS4 versions. Fixed issue where part of an error would show and connection would be lost (PS4) Fixed functionality of the Friend Filter in Ranking (PS4) Member list will no longer appear by pressing Square button during round wins, etc. Fixed bug where in team matches, players in the random field would become spectators. Added functionality to change the main menu BGM. Fixed issue where the Promotional DLC for BlazBlue Chronophantasma would not properly show up as purchased in the Gallery when owned(PS3) Miscellaneous few bug fixes. http://www.blazblue.jp/bbcpex_update.html#20150511 Thats pretty much it.
Lunais Posted May 19, 2015 Posted May 19, 2015 Tager can do unbuffered raw 720 I'm sorry what do you mean by this. Does this effect Bullets 720 also?
someonewhodied Posted May 19, 2015 Posted May 19, 2015 I'm sorry what do you mean by this. Does this effect Bullets 720 also? yea you can basically input the entire input during jump startup to get basically a "raw" 720 input.
SoulGuitarist Posted May 19, 2015 Posted May 19, 2015 PS3 update is now available. Crystal Forest menu music all day.
Starkaiser Posted May 19, 2015 Posted May 19, 2015 Hey. after this new update, I cannot enter replay theater anymore!! Is this bug only me or for everyone too? It give error and close the game if I enter replay mode.
Toushi Posted May 19, 2015 Posted May 19, 2015 Hey. after this new update, I cannot enter replay theater anymore!! Is this bug only me or for everyone too? It give error and close the game if I enter replay mode. Here is normal.
Starkaiser Posted May 20, 2015 Posted May 20, 2015 Here is normal. Are you on PS3? http://www.blazblue.jp/cp/bbcpex_important.html official page says that there is this bug on PS4, but they says it is occasionally, in my case it happens everytimes!
chzchan Posted May 25, 2015 Posted May 25, 2015 Small note that Crush Triggers got their P1 values buffed up from 80 to 90 so guard break combos deal pretty sizeable damage now.
Final Ultima Posted May 25, 2015 Posted May 25, 2015 I should clarify that Crush Trigger does not have a different P1 rating, only the proration on Guard Crush was buffed. If the Crush Trigger hits raw, the next hit will still be 80% * character combo rate.
chzchan Posted May 25, 2015 Posted May 25, 2015 Ah sorry, should have mentioned that. Might want to make a section in the frame data part of the wiki for it since they are divided now instead of both 80.
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