Kurushii Posted August 7, 2010 Posted August 7, 2010 Bang's Fatal Eruption listed as unblockable.....um....when did that happen?
Master Bigode Posted August 7, 2010 Posted August 7, 2010 -Bang's j623B is missing it's note. It's "wall bounce on hit/ takes 1 guard primer on block/ fatal counter starter/ repeat move penalty 60%" -Data for Bang's 623B "repeat move penalty" is wrong, it's 30%, not 60% -The invincibility data for lambda's 63246D is a little ambiguous. I suggest it to be changed to "invincible from 1F through 3F after super flash" And kurushii, if the opponent gets hit out of daifunka after the first attack hits, Bang will continue with the animation and you'll be able to block his attacks, except the last one.
shtkn Posted August 9, 2010 Author Posted August 9, 2010 noted. thanks for the proofreading everyone! please keep it up.
smooshman Posted August 22, 2010 Posted August 22, 2010 I was reading the system guide, and I have a question. for the heat gain calculation, it says blocking and getting hit are factored, so does the enemies damage and move type factor in? or is it just the character ratingXsituation? also I'm surprised Jin and Noel are the only ones with above average heat gain, I thought Ragna and Hazama would be there too. and bursts have something called "carry" in their data, what does that mean?
shtkn Posted August 22, 2010 Author Posted August 22, 2010 "Carry" is a typo, sorry. Should just be Active. i don't understand your other question. for those confused: a partially finished system guide is up. still waiting on some translations of tables. also, the format of hte thing may change drastically as i write it up.
smooshman Posted August 22, 2010 Posted August 22, 2010 i don't understand your other question. oh sorry. it says that heat gain is figured by dmg*move*situation*character rating and 2 of the situations are getting hit and blocking, so how is the heat determined there? is it just "situation*character rating", or is the enemies attack factored in?
shtkn Posted August 22, 2010 Author Posted August 22, 2010 getting hit and blocking are 2 entirely different things. getting hit = you did not block the attack and are getting hit blocking = you blocked the attack Example: Ragna's meter gain after normal blocking Noel's 5B: 500(dmg)*1.0(type)*0.5(situation)*.2333(character)= 58 = 0.58%
huey253 Posted August 26, 2010 Posted August 26, 2010 ashura is spelled wrong for bang and apparently bang is not fully invinible on preflash startup
Skye Posted August 26, 2010 Posted August 26, 2010 There's a typo on Ragna's 6a notes. "5-16F head invun, hit cause float, 70% same mvoe prorate, final 3F(17-19F) has more vertical reach"
CakeWasBannedd Posted September 5, 2010 Posted September 5, 2010 Typo, under Blocking: "Blocking is an integral part of any traditional 2D fighitng game. In BlazBlue, there are quite a few different types of blocking:"
smooshman Posted September 6, 2010 Posted September 6, 2010 Hazama data has a superfluous "prorate 40" and "repeat prorate 40" in the notes, that is assuming they're the same thing.
shtkn Posted September 7, 2010 Author Posted September 7, 2010 thanks for the notes everyone, i'll fix it tomorrow night
smooshman Posted September 7, 2010 Posted September 7, 2010 I'm pretty sure the damage on Hazama's 632146C is wrong, there's an extra digit on the second half of the hits.... atleast I don't think it does 7000 damage lol
Sawa Posted September 8, 2010 Posted September 8, 2010 http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#attackLevel Hitstun (Crouching) = Standing Hit Stun + 2 Blockstun (Air) = Standing Blockstun + 2 Instant Block Blocktun (Ground) = Blockstun - 5 Instant Block Blocktun (Air) = Air Blockstun - 10 Barrier Guard Blockstun = Blockstun + 1
shtkn Posted September 8, 2010 Author Posted September 8, 2010 thanks for that. system data is partially up. Haven't added the jump data yet (but i have it)
Spark Posted September 8, 2010 Posted September 8, 2010 Hakumen's 6B doesn't list the frames where it is invincible to low attribute moves.
shtkn Posted September 25, 2010 Author Posted September 25, 2010 6B foot inv frames is not in my notes... do you happen to know spark? also, atomic collider info updated, throw breaking updated
Goldnail Posted September 26, 2010 Posted September 26, 2010 Couple of typos in system guide under blocking some attacks are compeltely air unblockable under astral heat you will loose 100% of your Heat under danger state and negative penalty too many "Defeinsive Actions" in a row attacking the opponent, etc. cout under counter hit carry new combo opprotunities
Fluck Posted July 20, 2011 Posted July 20, 2011 Some things of note: -Makoto's 5C doesn't gatling into 2B -Valk's 6A is only head and body guardpoint. Also would be cool if you mentioned he can't block in drive :3 -Platinum's 6B guard should probably read H not HB, isn't HA cause I don't think it's air blockable. -I don't know all of them but super guardpoints aren't mentioned at all. I know at least Fenrir and Origins are super guardpoint and can't be thrown.
Manta Posted July 20, 2011 Posted July 20, 2011 Pick those nits bitches! Tagers 6A will not super armour against lows, frame data does not mention.
Mightfo Posted July 21, 2011 Posted July 21, 2011 (edited) Litchi's 6b[e] gatlings into 5c[e], so her data for possible 6b gatlings should say "-/Yes" for 5c. Shouldn't four winds still say "Guaranteed startup after 18f" or whatever? Pick those nits bitches! Tagers 6A will not super armour against lows, frame data does not mention. There's this, but I 6a'd through noel's 3c once, even though that is a low. Maybe there is another property as well that needs mentioning? Something to do with projectiles..? some attacks are compeltely air unblockable Right after this, rather is typo'd. Edited July 21, 2011 by Mightfo
shtkn Posted July 22, 2011 Author Posted July 22, 2011 Responses in bold Litchi's 6b[e] gatlings into 5c[e], so her data for possible 6b gatlings should say "-/Yes" for 5c. noted Shouldn't four winds still say "Guaranteed startup after 18f" or whatever? noted There's this, but I 6a'd through noel's 3c once, even though that is a low. Maybe there is another property as well that needs mentioning? Something to do with projectiles..? yes, i've noticed taht too... i don't know any other lows taht are projectiles, but i'll make a note of it Right after this, rather is typo'd. Pick those nits bitches! Tagers 6A will not super armour against lows, frame data does not mention. this was already in teh guide, albeit not very clear. i'll reword it Some things of note: -Makoto's 5C doesn't gatling into 2B Noted -Valk's 6A is only head and body guardpoint. Also would be cool if you mentioned he can't block in drive :3 noted -Platinum's 6B guard should probably read H not HB, isn't HA cause I don't think it's air blockable. just tested, it's air normal blockable -I don't know all of them but super guardpoints aren't mentioned at all. I know at least Fenrir and Origins are super guardpoint and can't be thrown. super guardpoints aren't mentioned in teh mook at all... i'll add it to the guide when i have time
Airk Posted July 22, 2011 Posted July 22, 2011 Carl's frame data - 3]D[ is listed as blockable "HA" when it should be "LA" (or maybe just "L" I dunno) because it's clearly a low, not a high.
Fluck Posted July 22, 2011 Posted July 22, 2011 Also from Carl's frame data - 6C's guard says HL but it is an overhead. (Again, I don't know if it's AUB. Sorry )
Niko Posted July 25, 2011 Posted July 25, 2011 The ground revolver table for Carl seems to be wrong about his 3C. It's listed as special cancel on hit and jump cancel yes, when it should be the other way around (special cancel yes and jump cancel on hit).
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