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Posted

is there a weight factor involved in this game when you execute an aerial combo? for instance when i juggle tager i could get only 4 hits as to rachel i could get 9. if so what are the weight classes of each character from lightest to heaviest?

Posted

As far as I know there are no weight classes in BB. Everyone drops at the same speed.

Posted

drop speed is same, the change in hits is completely due to their hitboxes, Rachel is infamous for having specific combos that do large amounts of damage

Posted

Whatever juggle you're doing on Rachel probably works because she has a really wide hitbox thanks to her dress. She has the fattest hitbox in the game, even more than Tager. Bang can do j.D JC j.D on her, that's how fat she is.

Posted

Whatever juggle you're doing on Rachel probably works because she has a really wide hitbox thanks to her dress. She has the fattest hitbox in the game, even more than Tager. Bang can do j.D JC j.D on her, that's how fat she is.

I blame Nago for our horribly large on-the-ground state hitbox.

Posted

I blame Nago for our horribly large on-the-ground state hitbox.

Yeah, whatever. Keep finding excuses to eat more pudding, fatty. ;3
Posted

Yeah, whatever. Keep finding excuses to eat more pudding, fatty. ;3

How dare you call our elegant gothic loli "fat".....

I know there are people in this forum who would have you shot and/or decapitated for saying that..

Anyway, staying on topic, I guess this is to make up for her fairly small aerial hitbox. I can't find the hard evidence, but I heard it from some other source.. Plus, it does look fairly small ingame.

Posted

Tager is actually kinda light (as in each connected hit on aerial Tager knocks him higher than others) but not enough to warrant classes.

  • 1 month later...
Posted

actually yeah there do seem to be weight classes even though every body seems the same weight there not u can definitly tell when u compare tao and rachel cause tao falls extremly fast and rachel falls slow, or floats

Posted

Weight does not equal jumping properties. Weight refers to how fast a character falls to the ground while in hit stun. There are no weight classes in BB.

Posted

Are there FGs with weight properties? As far as I remember, practically all 2D fighters always have their chars fall at same speed.

Also gravity makes everyone accelerate at same speed IRL

:vbang: IT'S REALISTIC!

Posted
Are there FGs with weight properties? As far as I remember, practically all 2D fighters always have their chars fall at same speed.

Also gravity makes everyone accelerate at same speed IRL

:vbang: IT'S REALISTIC!

your avatar makes me cry at this comment~

GG had weight propertiessss

Posted

Is there a property for how much you are moved by an opponent Rachel's wind use?

I know that some characters get pushed around more than others.

Posted
Weight does not equal jumping properties. Weight refers to how fast a character falls to the ground while in hit stun. There are no weight classes in BB.

Quick question: With Bang's distortion, there are certain characters where 2C -> Distortion doesn't work (Carl, Noel, and now Hazama I believe). Is this just a case of weird falling hitboxes causing it to whiff? Or is this actually a case of actual weight properties since they are in fact falling down? Serious question because I've always wondered that.

I guess same question for why Bang's 2D-j.D 4 Seal combos don't work on Tager even though he is huge and should have a huge hitbox regardless.

Posted

falling/otg hitboxes are different for every character, Ragna can 3c-SJC-astral(3c-astral in cs) characters with a large otg hitbox but that also fails on a large amount of the cast

also many characters(litchi mainly) have a large horizontal range on their otg hitbox, which allows for much more forgiving timing on certain setups(ragna's 22c re-loops for instance)

carl is carl, I don't think there's a character who doesn't lack a couple of combos because of his retarded hitbox

Posted
Are there FGs with weight properties? As far as I remember, practically all 2D fighters always have their chars fall at same speed.

Also gravity makes everyone accelerate at same speed IRL

:vbang: IT'S REALISTIC!

Guilty Gear has character weight. Certain characters will fall faster or float higher during hit stun depending on their character weight.

Quick question: With Bang's distortion, there are certain characters where 2C -> Distortion doesn't work (Carl, Noel, and now Hazama I believe). Is this just a case of weird falling hitboxes causing it to whiff? Or is this actually a case of actual weight properties since they are in fact falling down? Serious question because I've always wondered that.

I guess same question for why Bang's 2D-j.D 4 Seal combos don't work on Tager even though he is huge and should have a huge hitbox regardless.

Has to do with hit boxes. There is no system data for character weight. If there was, it would be in the mooks.

Posted

Im pretty sure theres a specific hitbox for knockdown (it looks like theyve been tripped or something, you should see it during super flash during 2C Daifunka) and its very big for some characters, but smaller for others. For noels, i think its too narrow for daifunka to hit, and thus hits the floor before daifunka can land on her hitbox. But like, Jin, with his wide ass hitbox, is obviously going to eat it.

i just scrolled up and saw ladon's post, aw yeah.

Posted

and also zeth the reason the four seal combo dont work on tager is because he is too big and the nail hits tager too early for the combo to connect

Posted

but seriously people do got weight in this game because i feel it every time i try to tech trap sombody with bang every body aerodynamics are diffrent

Posted

there is no character weight in BB, its only hitbox...pure and simple.

Posted

go pick tao and jump around then go pick rachel and jump around i GURRANTEEEEEEEE youll fell a diffrence

Posted

different jumping speed has nothing to do with weight.

everyone has different jump speeds, for example tager jumps slow, but he's the size of a cooper.

its not weight.

Posted
go pick tao and jump around then go pick rachel and jump around i GURRANTEEEEEEEE youll fell a diffrence

I'm going to assume you haven't played GG, where weight is a large factor in character specific combos/setups.

there is no weight in this, having a more "floaty" jump does not mean your weight in falling in a juggle is any different, just your hitbox.

Posted
go pick tao and jump around then go pick rachel and jump around i GURRANTEEEEEEEE youll fell a diffrence

different jumping speed has nothing to do with weight.

everyone has different jump speeds, for example tager jumps slow, but he's the size of a cooper.

its not weight.

I'm going to assume you haven't played GG, where weight is a large factor in character specific combos/setups.

there is no weight in this, having a more "floaty" jump does not mean your weight in falling in a juggle is any different, just your hitbox.

I'm glad SolBadass and Ladon covered this, EVEN THOUGH I SAID THE SAME EXACT THING IN AN EARLIER POST. orz

Like they said, characters have specific jumping arcs and how they fall during a jump. Character weight specifically refers to how fast a character falls while they are in hit stun. Everyone in BB falls at the same rate while they are getting comboed. In Guilty Gear, this is very different. Here's an example.

A standard combo for Sol is ending a combo with 2D into 236K (Bandit Revolver). Let's compare Ky and Robo-Ky, which have the same hit boxes or very, very similar ones when they are getting hit. On Ky, 2D into 236K will work because he has the default weight of 1.00. On Robo-Ky, 2D into 236K will NOT work (most of the time) because he has a weight of 0.95, meaning he falls faster to the ground than normal.

Make sense?

Posted

>>Guilty Gear has character weight. Certain characters will fall faster or float higher during hit stun depending on their character weight.

Oh, I never noticed that. Even though I only remember Robo Ky being the most obvious case, since he falls way faster to the ground that most chars (making some OTG combos really hard to do with him).

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