zeech Posted December 5, 2009 Posted December 5, 2009 From the video, you have to manually keep blocking correctly. But your blocks become IBs. Also you have to continuosly be in blockstun the whole time, not just be blocking for 6s.
Senovit Posted December 5, 2009 Posted December 5, 2009 Somehow I can't see this as making much of a difference. But good to know I suppose.
Mike Z Posted December 6, 2009 Posted December 6, 2009 If you throw someone out of guard break stun, it is always a purple throw, even 360s/720s.
kenja0 Posted December 7, 2009 Posted December 7, 2009 Can anyone confirm the HP ratios from last game being there, or have they become generalized?
JinSaotome Posted December 7, 2009 Posted December 7, 2009 it still scales. In the Taokaka Taunt Madness video, Rachel takes like 6.5k right off the bat (), but on the life bar it show she's at like 15~20% life. (when realistically she shuld be at the 35~% mark)
Mike Z Posted December 10, 2009 Posted December 10, 2009 Danger mode 1.5x damage doesn't affect throws! WTF.
dragontamer Posted December 10, 2009 Posted December 10, 2009 Does that mean that Throws are no longer prorated if you pick them up while they are tech rolling? Or did ASW just want to nurf throws?
Mike Z Posted December 11, 2009 Posted December 11, 2009 Well, the amount of time the roll has proration is smaller (used to be 17f, now is 10), but I would guess it's not affected. I'll check. [edit] It appears not to affect throws at all, yes. Neither does a gold burst (gold burst -> airthrow = same as airthrow)
stunedge Posted January 5, 2010 Author Posted January 5, 2010 Updated character specific combo rate damage calculation formula, barrier and guard primer (avoiding guard crash costs 1/3 of barrier meter instead of half)
Antihippy Posted January 5, 2010 Posted January 5, 2010 Hmmm, is it true that you can't jump during barrier on the ground?
zeech Posted January 5, 2010 Posted January 5, 2010 Hmmm, is it true that you can't jump during barrier on the ground? I'm pretty sure it is. I vaguely recall trying to do it at Box Hill and it didnt work.
Brotrr Posted January 13, 2010 Posted January 13, 2010 What's the deal with beginner mode? The burst icons are replaced by the beginner icon and sometimes a bar appears underneath it.
Zeero Posted January 14, 2010 Posted January 14, 2010 beginner mode: auto barrier when you block no bursts I think the bar is when you hold a button, you'll see the bar, when the bar is full, you do a super when you release the button or something
Keo-bas Posted April 24, 2010 Posted April 24, 2010 So if some one successfully block within certain frames, Instant block is automatic. Well that seems like good move on arksy. Creates a varity of situations. I always felt something was needed for excessive rushdown, just as they have something for excessive defensive players. Sadly some friends of mines think its a bad move, but i don't see why. Is it bad to make rewards player for defending properly, it doesn't harshly penalize rusher, and it now enforces them to modifies rush down to not be linear.
Most Unknown Posted April 24, 2010 Posted April 24, 2010 I thought everybody had a combo rate of 80 with the exception of Arakune being at 100 and Tager being at 40...
Justice7541 Posted April 26, 2010 Posted April 26, 2010 So if some one successfully block within certain frames, Instant block is automatic. Well that seems like good move on arksy. Creates a varity of situations. I always felt something was needed for excessive rushdown, just as they have something for excessive defensive players. Sadly some friends of mines think its a bad move, but i don't see why. Is it bad to make rewards player for defending properly, it doesn't harshly penalize rusher, and it now enforces them to modifies rush down to not be linear. Say what on the what now?
Manta Posted May 21, 2010 Posted May 21, 2010 I think he just got amazed at a feature that's been sitting in arksys games for years. Whilst we're on the subject of daft questions. How does normal heat gain work during hitting your opponent? I'm guessing it's like GG where it's just a value given to each move, yet the frame data never mentions it.
Id_asz Posted August 28, 2010 Posted August 28, 2010 Could someone help explain character specific proration rates to me? Specifically, are they added to combos against that character (i.e. your combos against Tager prorate at 40%) or with your character (i.e. comboing as Tager gives you an automatic 40% proration). I tested some things out and I saw no difference in dealing combo damage between Arakune and Tager, (specifically, a basic 7-hit combo did 1921 damage against all characters tested, Arakune and Tager included) which makes me believe it's for your character. If the proration rate is specifically for your character, how could you possibly determine what your character's specific proration is? If moves normally prorate with a low percentage how can you determine if your character's rate is affecting it and by how much?
dragontamer Posted September 23, 2010 Posted September 23, 2010 If use a command throw vs the enemy when they are in hitstun or blockstun, a purple exclamation mark will appear and they can escape it. See the Throw Break section for more details. The Throw Break / Throw section needs to mention that you need to wait some amount of time before you grab someone after hitstun / blockstun. This is easily tested with say, Tager's Gadget Finger. GF -> 360B is a purple grab, even though the opponent has been out of hitstun for 5 frames. (+3 frames after GF, 8 frames to 360B startup) IIRC, CT's space was 8 frames out of blockstun. I don't know what it is in CS, but its something that could use investigating.
Yukikaze Posted November 27, 2010 Posted November 27, 2010 character specific proration rates are for your character... BB has no defense modifier, characters just have different HP values.
zeth07 Posted November 28, 2010 Posted November 28, 2010 (edited) Whilst we're on the subject of daft questions. How does normal heat gain work during hitting your opponent? I'm guessing it's like GG where it's just a value given to each move, yet the frame data never mentions it. EDIT: Nevermind lol. http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#heatGauge Edited November 28, 2010 by zeth07
Darlos9D Posted November 29, 2010 Posted November 29, 2010 Here's another dumb question: are there any startup frames on blocking? Like, the actual action of blocking. I only play online so it could just be lag, but I seem to have an absurdly hard time blocking things on reaction. For instance I'll be across the screen from Tager, and I'll hold back to block just before a spark bolt comes out (before the animation even starts) and I'll still eat it. I get that there's some lag, but it just seems like there's some kind of absurdly long startup on blocks in particular, because it doesn't feel like other moves take that long to start up after I hit a button.
WolfCrimson Posted November 29, 2010 Posted November 29, 2010 Were you running before the sparkbolt came out?
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