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Posted

Well the character just got much better then. Awesome news! =)

 

I couldn't imagine Relius with constant blue Regen on Ignis. Kruh.

 

How much stronger would you say this makes Haku, if we were to quantify it?

 

As far as I understood it, only the metergain on hits in a combo were halved.  If I had to guess it probably means an extra 3-4 stars in a round on average, depending on how many hits you land.    Not that crazy of a fix, but it definitely helps, especially if it's been there the entire time.  

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Posted

While practicing combos with carl, I realized that these 2 produce the same damage

 

1) 5BB 623C

2) 5B2B6B 623C

 

Is there a general rule in avoiding certain normals when combofilling realized only last night that 2B still causes damage reduction even if it's not a starter. So if you can help it, it's recommended to not insert A's and 2Bs in your combo?

There is a such thing as p1 and p2 in this game. P stands for proration, or how much damage reduction your (next) attack hits for. The 1 stands for the first hit of the combo, and p2 for every hit after the first. Every move has a p1 and p2 value in the wiki. The higher the p1/2, the higher the damage will be on the subsequent hits, so a combo with a high p1 and many high p2's in the beginning will do more damage.

Carl p2 on 2b must be low enough where both combos will do the same damage. What this means for him? Any time you can to use the first string. Be mindful though that lower p2 does not always mean worse if the situation calls for that particular sequence.

Posted

Character combo rate also plays a role in things. As a result there are many situations with a good P2s but small damage into a high damage move will break even or even have less damage output than just one or two moves into said high damage move even if the P2 on the preceding moves are worse.

 

Between character combo rate and the division of moves in your combo timer, for a lot of characters "less is more" in terms of number of smaller damage connective hits to damage.

 

Also jab's P2 is often around 70~75% which is pretty terrible by itself but comes paired relatively minuscule damage. If you can avoid jabs, do so.

 

As a general rule, standing moves have better proration and damage values than their air and crouching counterparts, and unweildly larger start-up moves tend to be better for your combos.

Posted

P2 92 for counter assault. Wait, what?

There are rare situations but they do come up.

 

Kokonoe throws out superball. Platinum throws out bomb later. Kokonoe 5C counters platinum. Jump cancels to block bomb. Counter assault from bomb blockstun to hit platinum into falling superball. Follow up combo after.

 

 

Thats like a one in a million situation but believe it or not, i've had it happen in matches twice.

Posted

As far as I understood it, only the metergain on hits in a combo were halved.  If I had to guess it probably means an extra 3-4 stars in a round on average, depending on how many hits you land.    Not that crazy of a fix, but it definitely helps, especially if it's been there the entire time.  

 

Hey, I just appreciate they addressed a perceived problem and fixed it. Didn't we discover that glitch about a week ago?

Posted

Now all they need to do is fix the glitch that somehow made them think making Haku's 6D ass was a good idea....

Posted

Hey, I just appreciate they addressed a perceived problem and fixed it. Didn't we discover that glitch about a week ago?

 

 

If we were indeed the ones to bring it to their attention, that means Ciel and Poropiccho found out about it just a couple days ago when I tweeted the video at them, then they somehow got the word out, and the patch hit right after.   So they either knew about it already and it was queued up, or Arksys is extremely fast at fixing undeserved nerfs in the form of bugs.  Like 3 days fast.

Posted

If we were indeed the ones to bring it to their attention, that means Ciel and Poropiccho found out about it just a couple days ago when I tweeted the video at them, then they somehow got the word out, and the patch hit right after.   So they either knew about it already and it was queued up, or Arksys is extremely fast at fixing undeserved nerfs in the form of bugs.  Like 3 days fast.

 

I think they knew about it long ago, they just didn't fix it because no body noticed it.

Posted (edited)

I think they knew about it long ago, they just didn't fix it because no body noticed it.

 

I hope not, because that opens the floodgates for a bunch of other stuff that may or may not be fixed

Edited by StylisH
Posted

If anyone's wondering, the digital US release of BB:CP - Extend is out (on X1 at least, PSN later...), along with any optional extras. (Also on the HK PSN too [although that was released earlier, and has the system voices Mai and Kajun included free with the digital version by 7/2.]), but I find funny though the Magazine (Dengeki/Famitsu) colors are paid this time instead of free and they are in the US release. Goes by $3 from the Xbox store, same would be once the US PSN store updates.

Posted

Digital version of CP Extend's up on the PSN store now.

 

Edit: lol ^^^ Not sure how to delete this.

Posted

That's what I'm wondering.. Don't tell me I have to go out and buy the hard copy myself :l

Posted

So about that "PS4 sprites looking bad" thing...yeah, I honestly do not see it. I got a pretty large TV (40'' plasma) and the sprites do not look any more "jagged" than they did on the PS3. I dunno if it is just my TV or whatever, but the game still looks phenomenal. Loading times are shorter too I find.

 

By the way, did they do something about the input buffer? At first I was not getting the 623 motion on Ragna (kept getting 236 instead) but after knocking some of the rust off my thumbs, it's a lot more consistent on the PS4's D-pad. For the life of me, I could NOT get 623s to come out on the PS3's D-pad back in vanilla CP. Anyone else feel the same?

Posted

CP 1.0 input priority was different, doing a 6236 resulted in a 236 and not a DP. For a DP you had to hold 3.

that doesn't sound right to me, considering 66 236 always resulted in a DP.

Posted

that doesn't sound right to me, considering 66 236 always resulted in a DP.

Incorrect.

1.1 fixed the input buffer because the motions weren't coming out right, or too precise depending on your point of view. It was definitely in the patch notes. Being a pad player this made a huge difference to me.

Posted

that doesn't sound right to me, considering 66 236 always resulted in a DP.

Yes, and that's why it got fixed. I miss my easy dash Deadspikes :(

And strangely enough, it only affected the new characters and new moves/motions from the older characters.

Posted

Has anyone been able to download the PS3 version? After 1% the game "installs" but there's no game, and it doesn't matter how many times I try, I get the same result.

Posted

Yes, and that's why it got fixed. I miss my easy dash Deadspikes :(

And strangely enough, it only affected the new characters and new moves/motions from the older characters.

 

actually, now that I think back, this depended on character, and it seemed random why it behaved differently for some characters.

 

for tsubaki, 66 236 always resulted in a DP, and still results in a DP. The only thing that changed, I believe, was that 66 41236 forces 236x to come out. For tsubaki.

 

I should check in game, tbh, but this is how I remember it.

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