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Posted

http://dustloop.com/guides/bbcs/frameData/bang.html

it says here that 5b has 17f block stun, and that 2b has 13f start up. so theoretically, if you instant block 5b, it will be 12f block stun, and the 5b->2b gatling can be interrupted with frame 1 invulnerability reversal (c inferno divider, for example)

however, from what i've tested so far, on xbox 360 blazblue continuum shift, this 1 frame gap does not exist. you will stay in block stun even if you instant block and try to mash out. i've tried it numerous times, mashing 5b and 2b to make sure there is no gap. regular instant block of course.

so that'd mean that either the frame data on the guides section is wrong (doubtful, but possible) or that the console version might have some different frame data.. i've heard from 2 people that say there is a gap between 5b and 2b on the arcade version, but i'd like more input on this.

reason for this thread is because 5b 2b is a very, very common bang blockstring (netplay) and that the 1 frame gap for characters with invul frame 1 DPs allows for them to punish it as a gimmick, and forcing them to either not use the blockstring or use guard point gimmicks.

Posted

mook has some typos man

don't have the ability to test this myself, but if what you say is true then this is just yet another inaccuracy

Posted

How are you getting 17 block stun? Recovery minus frame advantage? Because that 5B is going to hit (and be cancelled) on the FIRST frame of its ACTIVE frame, you know. Not the first frame of its recovery.

Posted
How are you getting 17 block stun? Recovery minus frame advantage? Because that 5B is going to hit (and be cancelled) on the FIRST frame of its ACTIVE frame, you know. Not the first frame of its recovery.

17F guard stun when blocked on ground

straight from the bang frame data page, right below 5b.. if we go by attack level it is 13f guard stun in regular, 8f guard stun on ib. however 5b and 2b are exceptions - they are level 2 attacks with 17f guard stun. i already tested this - instant barrier blocking 5b leaves you at 5 frame advantage, which allowed me to punish bang's 5b with ragna's 5a which is 5 frame start up. i could not do the same with jin's 5a which is 6 frames.

Posted

Bang recovers from the hit stop faster than the opponent, so I think he can cancel the 5B into 2B while they are still frozen in hit stop, leaving no gap.

I will test this throughly when my copy of the game arrives.

Posted

Don't take this the wrong way, but could it just be that hitting a one frame gap is really hard, especially online? It also could be that when you are doing it the 5B is hitting a bit meaty, that would eliminate the gap.

Posted
Don't take this the wrong way, but could it just be that hitting a one frame gap is really hard, especially online? It also could be that when you are doing it the 5B is hitting a bit meaty, that would eliminate the gap.

but the active frame that the 5b hits on doesnt matter because the blockstun that it causes is the same and it gets cancelled regardless.

And 1 frame gap online? i think youre confused. Hes saying its an airtight string when theres supposed to be a hole. the buffer in BB makes this even easier

you so silly flyingve

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