Darlos9D Posted November 29, 2010 Posted November 29, 2010 No, I was also Tager. I was seriously at neutral, then held back (not backdash, just back), and just then the other tager did spark bolt, and I ate it. This has happened on more than one occasion. It usually happens because I tech off the ground or something across the screen, then just realize that the other Tager's spark meter is full. So I go to block and then... that happens, even though I clearly anticipated it and didn't do anything but block before it reached me.
WolfCrimson Posted November 29, 2010 Posted November 29, 2010 It's most definitely lag. Can't be anything else.
Justice7541 Posted November 29, 2010 Posted November 29, 2010 Ten bucks says he's accidentally jumping with up-back and eating sparkbolt on jump startup.
Ryudrake Posted March 9, 2011 Posted March 9, 2011 Does anyone know what that new icon next to the heat gauge is called or what it does?
KayEff Posted March 9, 2011 Posted March 9, 2011 If you're talking about the icon at the end of the heat gauge, it's to signify if you are in danger state or not. If you are, it'll start flashing and your heat gauge will start slowly filling up (or fill up faster if you're Hakumen).
advancedNoob Posted March 9, 2011 Posted March 9, 2011 I think he is talking about the random crown. I'm curious about it as well
Nakkiel Posted March 9, 2011 Posted March 9, 2011 Isn't that to signify tournament winners or something?
Nini Heart Posted March 9, 2011 Posted March 9, 2011 Yes it is SG, the crown is for winning a tourney. But Tsujikawa has never had a crown so far despite winning all the NSBs before the latest one and some a-cho tourneys.... There must be something more to it IMO.
NeonCrusader Posted June 3, 2011 Posted June 3, 2011 Tried looking for this info, but couldn't find it anywhere: How many frames long is a dash cancel? Is it specific to each character (or move), or is it a universal value?
shtkn Posted June 3, 2011 Posted June 3, 2011 look in the frame data for your character. iirc they're all 24F or 22F. dont quote me on that though
SansProtocol Posted June 3, 2011 Posted June 3, 2011 They're all 22F except for Arakune's, which is 46F (because he loves to be different and teleport).
Beowulf Posted June 13, 2011 Posted June 13, 2011 A few questions about pushback : How is it calculated ? Is it hit number dependant ? Dmg dependant ? Dmg scaling dependant ? Thanks in advance.
C0R Posted June 13, 2011 Posted June 13, 2011 A few questions about pushback : How is it calculated ? Is it hit number dependant ? Dmg dependant ? Dmg scaling dependant ? Thanks in advance. There are two things you could mean by pushback, are you talking about how far people fly when you hit them or how far they are pushed out when you block them? In either case BB doesn't really posses dynamic physics, so only two things will change what a move does to a player. Barrier Block will push them farther away when you block an attack, whereas a Counter Hit usually has enhanced kickback properties. But in terms of individual moves, it's pretty unique across the board, some are small and some are huge.
Beowulf Posted June 14, 2011 Posted June 14, 2011 I meant when you hit (in a combo) you opponent. I am pretty sure the system tends to push further the greater the number of hits/dmg scaling. I want to know how it can increase during a combo (a kind of formula would be the best... But at least defining the exact elements involved should be enough) Also, does pushback depend on the attack level ?
Djudjo Posted June 15, 2011 Posted June 15, 2011 Where can I find the "A B C" button layouts before stating a match?
shtkn Posted June 15, 2011 Posted June 15, 2011 I meant when you hit (in a combo) you opponent. I am pretty sure the system tends to push further the greater the number of hits/dmg scaling. I want to know how it can increase during a combo (a kind of formula would be the best... But at least defining the exact elements involved should be enough) Also, does pushback depend on the attack level ? iirc this type of data isn't in any resource outside of the game itself, so you're unfortunately SOL here. Where can I find the "A B C" button layouts before stating a match? http://www.dustloop.com/forums/showthread.php?8397-The-quot-Help-Using-a-Joystick-quot-Thread
HolyOrderChipp Posted June 24, 2011 Posted June 24, 2011 So I've been reading the frame data, specifically the cancels bit, and I get that S is special/super, J is jump, and R is Rapid, but... What's C mean? Also, just to confirm, if we're allowed to ask daft questions, the 2F extra hit stun from a fatal counter isn't modified by proration, is it? Seems like it can't be, but I'm not sure I've ever heard a definitive yes or no, so I thought I'd ask.
Beowulf Posted June 24, 2011 Posted June 24, 2011 Other question on damage scaling : How does damage scaling work on multi hit moves ? (where P2 is "(once)" in frame data). Does it mean every hit of this move have the same prorate ? Or after the first hit, every move has the same prorate adding first hit's ? (I don't have the game at home so I can't test directly to verify) E.G: Lambda's 6C is 125x8 dmg and P2 is 92(once). Thus all 6C(n) = 125 x prorate ? or 6C(1) = 125 x prorate and 6C(n>1) = 125 x prorate x P2 ?
HolyOrderChipp Posted June 24, 2011 Posted June 24, 2011 C means it cancels into itself, even on whiff. Thanks. Weird that it would be notated with C, though. And I'll take it from the silence I've gotten that of course Fatal Counter hit stun is not affected by proration and why would I even be silly enough to ask such a question? Other question on damage scaling : How does damage scaling work on multi hit moves ? (where P2 is "(once)" in frame data). Does it mean every hit of this move have the same prorate ? Or after the first hit, every move has the same prorate adding first hit's ? (I don't have the game at home so I can't test directly to verify) E.G: Lambda's 6C is 125x8 dmg and P2 is 92(once). Thus all 6C(n) = 125 x prorate ? or 6C(1) = 125 x prorate and 6C(n>1) = 125 x prorate x P2 ? I'd think it would mean that it only applies the proration once, whether one of those hits hits or all of them. So the first hit of that move that hits applies the proration, and then the next ones don't. (Unless you use the move again, obviously.)
C0R Posted June 24, 2011 Posted June 24, 2011 That is normally the case, however Lambda's 5c is a special instance, as in the frame data it's noted as two separate moves, each with their own prorate: 5c (First hit) 90/99 5c followup (hits 2-8) 90/99 This means that for every hit of 5c, and extra .99 prorate will be tacked out, this can easly be seen in training mode by using 5cx8 and observing the damage of each move on the damage display. If only the first hit applied proration, the following moves in the string would deal identical damage, however this is not the case, as each 5c hit does 1 less damage than the last.
Beowulf Posted June 27, 2011 Posted June 27, 2011 I'm not sure my question was well understood, so I will just write the answer I found by using training mode (as C0R suggested) : When a move has multiple hits, and "once" is written in the frame data : - First hit is calculated normally - Second hit an more have the same dmg value, calculated normally with first move's P2. E.G: Lambda's 6C will do: - 125 x prorate, on first hit - 125 x prorate x P2(6C), on every other hits On a side note, I don't get how prorate is calculated by the game. For instance, the example given in the System Guide of blazblue illustrates a small combo of lambda (http://www.dustloop.com/guides/bbcs2/systemGuide/systemGuide.html) When I try to calculate automatically the combo, I get 1 dmg difference en the second zwei move. (I get 601,59906 instead of 600). My question is : In which order does the game calculate damage scaling and when does it round values ?
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