50-50罠 Posted October 22, 2011 Posted October 22, 2011 I don't understand what is hitstop can someone explain this please.
dioxideUniversa Posted October 22, 2011 Posted October 22, 2011 "Hitstop" is how long everything on screen is frozen when a hit connects (more clear for successful hits than for blocked ones). To see a good comparison, go in training mode and compare how long everything stops for Hakumen's jab vs. how long everything stops when he strikes with a sword attack. It's similar to the way everything stops for a significant amount of time when the finishing blow is dealt and a round ends.
50-50罠 Posted October 22, 2011 Posted October 22, 2011 (edited) Thank you! I thought I would never find the answer to that. Thank you so much. I can stop feeling mind f@#$ now. Something else I'm trying to clear up. Is instant blocking worse than Instant barrier? How big of a role does attribute play in actual matches? Can a little detail be given on this and how it works. For ex... Tagers j.D has H attribute. Does that mean Body attribute Invul? Edited October 22, 2011 by 50-50罠
kenja0 Posted October 22, 2011 Posted October 22, 2011 (edited) Thank you! I thought I would never find the answer to that. Thank you so much. I can stop feeling mind f@#$ now. Something else I'm trying to clear up. Is instant blocking worse than Instant barrier? How big of a role does attribute play in actual matches? Can a little detail be given on this and how it works. For ex... Tagers j.D has H attribute. Does that mean Body attribute Invul? Instant Blocking: Instant Blocking is usually the better version of blocking, but Instant Barrier is good for canceling movement and confirming that you will block something. Instant Blocking gives characters an additional +3 advantage against a blocked attack while at the same time canceling out nearly all push back. Ex: Lambda's 236B is -1 on block and puts her within Platinum's 5A range. Instant Blocking leaves Lambda at -4 on block and puts her within Platinum's 2A range. Instant Barrier on the other hand forces the -1 advantage that barrier blocking has with instant's +3 advantage against a blocked attack. The push back, however, is big. Ex: Instant Barrier leaves Lambda at -3 on block but puts her at Platinum's 5B range. What you want to do is put your opponent at the biggest disadvantage they can be- Instant Blocking keeps them close by and at bad frame advantage so you can start your pressure or even punish them when they're done. Even if they aren't finished with their blockstring, you can gain free Heat (+3 each Instant Block). However, sometimes you can force the opponent to readjust or end their blockstring with Instant Barrier: sometimes you can make them whiff an attack entirely, but this is only for short ranged characters and against bad, auto-piloting blockstring players. Attributes: Head Attribute Only means that attack will whiff against moves that have Head Attribute Invincibility such as Noel's 3C or Ragna's 6A. If Tager's j.5D had Head Attribute AND Body Attribute, then something like Ragna's 6A will not be immune to it and thus hit Ragna out of it. This is why Head Attribute Invincible moves (6As or 2Cs on the majority of the cast) are so effective in fighting against airborne opponents. Of course, if there are ever any aerial moves that carry Head Attribute and Body Attribute, they would be considered broken as even the AAs can't do their job. Likewise, Jin's 6B has Foot Attribute Invincibility, so attacks with only the Foot Attribute will completely whiff. Attacks with Foot Attribute and Body Attribute will still connect though because Jin's 6B is not Body Attribute Invincible. Tao's 2A has Foot Attribute only so it would whiff. Tao's 2C has Foot Attribute and Body Attribute so it would be able to hit Jin out of 6B. A big indication of Attribute collision taking place will be when you see white circles appear where the player should've gotten hit: the hitboxes of the character are actually there, but they will not trigger as being hit because they contain an invincibility against the attacking Attribute in particular. Hope this helps out. Edited October 22, 2011 by kenja0
Conchord Posted December 23, 2011 Posted December 23, 2011 Instant Barrier on the other hand forces the -1 advantage that barrier blocking has with instant's +3 advantage against a blocked attack. The push back, however, is big. Ex: Instant Barrier leaves Lambda at -3 on block but puts her at Platinum's 5B range. A quick, and rather dumb question, does the push back from the instant barrier allow for a chance to followup? I am a bit confused, given that the push back sounds like the push back from an advance guard in MVC3, which has a few recovery frames before going into neutral. Is this the case in BB? Will instant barrier give me an opportunity to close that distance after a blockstring to apply pressure on my opponent?
Tari Posted December 23, 2011 Posted December 23, 2011 A quick, and rather dumb question, does the push back from the instant barrier allow for a chance to followup? I am a bit confused, given that the push back sounds like the push back from an advance guard in MVC3, which has a few recovery frames before going into neutral. Is this the case in BB? Will instant barrier give me an opportunity to close that distance after a blockstring to apply pressure on my opponent? The pushback itself does not have any effect on the amount of frame advantage you have. It's simply how far away the opponent slides away during their blockstring.
Isuna Posted February 16, 2012 Posted February 16, 2012 Some questions regarding cancelling. As we have the advanced input system I wonder wether the cancelling is done the frame after frame you can cancel or if it can cancel into next move without going "neutral"? (I am guessing the former, that would explain the 1F delay with rapid cancel) As that sentence does not make much sense, I will do some examples: TigerKnee A. Jump Start Up (4F) > in air (1F) > TigerKnee B. Jump Start Up (4F) > TigerKnee In the other words, does a TigerKnee delay the start-up by 4 or 5 frames? Also, lowest possible TigerKnee how many frames does it take to land? Wake-Up A. Neutral Tech > standing (1F) > reversal B. Neutral Tech > reversal In other words, can you cancel the last frame of the tech to a move, or will it have 1 frame delay? I guess you can cancel to block? Otherwise the whole system would be broken. >.> Also, can you cancel active frames or recovery frames or both?
Airk Posted February 16, 2012 Posted February 16, 2012 Some questions regarding cancelling. As we have the advanced input system I wonder wether the cancelling is done the frame after frame you can cancel or if it can cancel into next move without going "neutral"? (I am guessing the former, that would explain the 1F delay with rapid cancel) As that sentence does not make much sense, I will do some examples: TigerKnee A. Jump Start Up (4F) > in air (1F) > TigerKnee B. Jump Start Up (4F) > TigerKnee In the other words, does a TigerKnee delay the start-up by 4 or 5 frames? Also, lowest possible TigerKnee how many frames does it take to land? I believe it is B - once your jump startup is over, you can immediately start your move. This isn't really "cancelling" anything though - you go through your WHOLE jump startup, and execute the TK move on your first airborne frame. How long it takes to land afterwards depends on the move you use - there's no standard here. A TK Gauntlet Hades takes longer to land than a TK Tsubaki because the move takes longer to complete. And obviously moves that move you upwards will take longer to land after than moves that don't. Wake-Up A. Neutral Tech > standing (1F) > reversal B. Neutral Tech > reversal In other words, can you cancel the last frame of the tech to a move, or will it have 1 frame delay? I guess you can cancel to block? Otherwise the whole system would be broken. >.> It's B again. But you're not cancelling anything either. Your tech ends, and then, since presumably you buffered the move, you execute it on the first frame that you are allowed to execute it on - i.e. the first frame after your tech completes. Also, can you cancel active frames or recovery frames or both? You can cancel both, but usually only after a move has made contact (though there are exceptions.).
Isuna Posted February 16, 2012 Posted February 16, 2012 I would still call it cancelling, as after the tech the "next" in the data would be "standing", if you cannot change the flow (i.e. "cancelling") you would have to go to standing whatever. But, thanks for the answers, that is what matters. : 3 As for TK landing, I meant for moves like that does not move you upwards, like Hotaru, Tsubaki and D Nails.
Airk Posted February 16, 2012 Posted February 16, 2012 I would still call it cancelling, as after the tech the "next" in the data would be "standing", if you cannot change the flow (i.e. "cancelling") you would have to go to standing whatever. But, thanks for the answers, that is what matters. : 3 There is no "standing" state; Standing state is just the "doing nothing" state. You can't "cancel" doing nothing, or everything you do would be a cancel. As for TK landing, I meant for moves like that does not move you upwards, like Hotaru, Tsubaki and D Nails. Again though, there is no standard - Hotaru keeps Hakumen in the air for 13 frames, Tsubaki keeps him in the air for 18 frames, D nails for like, 18 or something (D nails is weird and confusing.). So how long the character is airborne is dependant on how long the move keeps them there.
itsme Posted February 17, 2012 Posted February 17, 2012 I don't know if it's just me but I think the System Data page has a typo on Hakumen's health. I see 1200 instead of 12000. I also don't know where to report this so I'd like to know where to if this isn't where I am supposed to report this.
Tae Seong Kim Posted February 25, 2012 Posted February 25, 2012 Unsure if this was mentioned anywhere. But for some reason, Gold Burst loses invulnerability when it goes against another Gold Burst. Because of this, the person who does the Gold Burst second will always lose. If both characters time their Gold Burst on the same frame then it will trade, and both characters will going flying up.
Skye Posted March 4, 2012 Posted March 4, 2012 Better yet, in light of the wiki, this thread really serves no purpose.
Moy_X7 Posted March 8, 2012 Posted March 8, 2012 All I know is that itsme's avatar is going to give someone a seizure.
cookiehours Posted March 8, 2012 Posted March 8, 2012 All I know is that itsme's avatar is going to give someone a seizure. It's like Hakumen at some nightclub. O-O
Dont_Explain Posted March 8, 2012 Posted March 8, 2012 It's like Hakumen at some nightclub. O-O That stiff ass? if he isn't doing Tsubaki, he wont put any effort into moving.
cookiehours Posted March 8, 2012 Posted March 8, 2012 That stiff ass? if he isn't doing Tsubaki, he wont put any effort into moving. Lmfao.
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