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Posted

Post any suggestions, typos or whatever here

TODO:

-get all charactesr up when i get the data

-write a notation guide

-write a system guide using data from mook when i get data

CHARACTERS FINISHED:

Ragna, Jin, Hakumen, Lambda, Tager, Hazama, Rachel, Bang, Arakune, Litchi, Taokaka

hazama and rachel translators were a bit unsure of some of their translations so i slightly edited their words. please check for accuracy.

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Posted

Need to create some more separation with the normals list, or just in general. It's kind of muddy looking right now. I think it looked a lot clearer with that test page I did a while back.

Might want to make the notes sections use a smaller font and/or increase the border between cells. That's my opinion anyway.

Posted

i'll seperate teh Drive moves from the other normals, maaaybe put throws and CA in their own section. good idea about the having notes use a smaller font

Posted

Also I mentioned this before, but instead of linking to a page with the different guides on it, you should really turn the Guides link into a dropdown that you can choose the guides from. Double bonus that you don't need intermediate page anymore that way.

Posted

Something that's always been sadly lacking from frame data and is very easy to derive is actual block stun of a move..

I know a lot of people who take one look at static difference and then forget about everything else, because at a glance it might seem as important as the block stun number.. obviously with any playtesting, however, we realize that Ragna's 5C does not always leave him 8 frames punishable.

So why they've never put block stun on there is beyond me. All you have to do is add the static difference (If it is negative, still add) to the move's recovery time and you have block stun. Using this new, actually useful number, you can see if you can create instant overheads, frame traps, etc.

Posted
Then why is it always a different number when I check :vbang:

Huh?

Anyways, I'm in agreement with that it needs to be a bit cleaned up. Some of it looks a bit cluttered, but they are mostly easy fixes.

For example, words under "Cancel", "Guard", "Attribute" should all be abbreviated (with a key to help, which can be later added to the notation or system guide).

Cancel:

- Cancels into itself = C

- Special = S

- Special on hit = Sh

- Jump = J

- Jump on hit = Jh

- Rapid Cancel = R

Used the "Reading the Analysis Section" for reference.

For example, Ragna's 5A would be listed as CSJR. Ragna 5C would be SJhR.

Guard:

- Remove "all"

- High = H

- Low = L

- Barrier = B

- Unblockable = U

For example, Ragna's 6A would look like HLB, while his 5B will just be HL.

Attribute:

- Head = H (or He since H is shared from the guard section)

- Body = B (or Bo for reasons above)

- Feet = F

For example, Ragna's 5A would be HeBo under attributes.

Posted

Ahh. I think I know what was throwing me/my result off. I forgot to account for activity of the move. Nevermind then.

Posted

Whoever wrote up the data changed it to actual words instead of letters like what was in the AC frame data. It shouldn't be too hard to change back

Posted

Some of Lambda's moves (e.g. j.2D) have the comment "Hitstop applies to Nu" instead of "Hitstop applies to Lambda".

Posted

format slightly changed, please comment, point out typos, etc.

Posted

Looks good. Question though.

Is the A under guard supposed to be for "Air"? Seems kind of redundant, since all moves can be guarded in the air with only a few exceptions (which is what B is for). Just my thoughts.

Posted

tsubaki/hotaru problem noted

the Mugen issue also applies to Ragna's blood kain too i guess... i'll think of a way to format these types of moves better

Posted

throw range. Unit of measurement unknown to me.

move your mouse over the the column titles people!

Posted
Under Guard, 22C is given the number 200000?

This is also on all of the other throws, im assuming its correct, what is this number exactly? o_o

When I did the math a while back for the BBCT framedata I think it was in units of pixels*1000. So thats ruffly a distance of 200 pixels. Don't remember for sure though.

Posted

does the bang data have the notes translated?

i know hazama has frame data with translations of notes, though the translator seems to question a lot of his own translation. Will probably need a second person to check it out

Posted
does the bang data have the notes translated?

i know hazama has frame data with translations of notes, though the translator seems to question a lot of his own translation. Will probably need a second person to check it out

Notes aren't translated, but I can get someone on it.

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