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Posted (edited)

Jackie, you inspired me to finish this:

00:00 - Litchi: Throwing at point-blank range causes Ranga's Counter Assault to whiff.

00:05 - Litchi: Throwing at point-blank range causes Lambda's super to whiff.

00:09 - Litchi: After Instant Blocking Ragna's Carnage Scissors (632146D) super, Litchi can use her 6 feint to move through him to the other side.

00:14 - Litchi: Repeatedly doing 6A[m] at the correct time will allow the staff's hitbox to move completely across the screen.

00:24 - Litchi: Counter Assaulting George at the right time during Rachel's Astral will cause an attack clash to happen, allowing Litchi to move freely. This is followed up by a triple cross-up using Litchi's 6 feint to pass through Rachel repeatedly.

00:32 - Litchi: Correctly spacing Litchi during Ragna's Devoured by Darkness (Blood Kain only) super, she can 2D[m] under Ragna's hand, causing his command throw to whiff.

00:37: Litchi: Using 2B at the proper time, Litchi can go under Jin's 623D special, causing it to whiff. This can be followed up with a punish, but in the video I use Litchi Riichi (63214A[e]) special to jump over Jin's followup attack.

00:41: Litchi: Using Litchi taunt at point-blank range will cause Rachel's 236A (Tiny Lobelia) special to whiff. This can also be done during one frame of Litchi's standing animation, and her idle taunt. (Activated after staying idle for a long period of time)

00:48 - Litchi: Using a Counter Hit 2C[m] followed up by 4D will cause Litchi to switch sides with the opponent while they are in the air. This is followed up by a Carl specific hitbox issue, where dashing into a 2A will cause it to hit behind Litchi.

00:52 - Litchi: Hitting with the staff during Litchi's throw can sometimes cause the opponent to fall out of her throw, allowing them to block the followup hit.

00:57 - Litchi: Taking advantage of the SMP glitch, Litchi is able to loop her IppatsuA (A while standing on the staff) for 13 reps from a 6B[m] starter.

1:23 - Relius: Using j.236C~214B against an airborne opponent in the corner allows Relius to followup with attacks before the opponent hits the ground, using this technique, Relius can hit with his 632146C super. However, on certain characters Ignis can push them out of Relius' super, causing a glitch to happen where the super's hitbox is out in a situation where it normally would not be. (With the opponent teching)

1:34 - Relius: Properly timing a throw after using 214B will allow Relius to Green Throw the opponent during block-stun.

1:40 - Relius: Activating Hakumen's Yukikaze super with Ignis allows Relius to move during the super's animation (Hitting with a normal attack causes the person to be frozen during the super), this allows him to use Led Ley (236A) to avoid being hit by Yukikaze's unblockable followup attack.

1:45 - Relius: Blocking while Ignis is activated allows Relius to combo after his Counter Assault by following up with an Ignis attack.

1:53 - Relius: On a select few characters, Relius can setup a situation where his j.236C~214A combo will cause a double cross-up, allowing him to follow it up mid-screen. (Which he normally can not do)

2:05 - Relius: Green Bursting during block-stun in the corner while Ignis is out allows Relius to combo into his Astral.

2:26 - Platinum: Properly timing Platinum's 2C during Tager's j.2C will cause both attacks to whiff.

2:30 - Platinum: Properly spacing and timing Platinum's Dream Sally special (214A/B/C) during Ragna's Inferno Divider special (623C/D) will cause it to whiff.

2:32 - Platinum: Using Platinum's Falling Melody (22C) special against a backwards teching opponent will cause her to fly across the screen and hit them.

2:38 - Platinum: Platinum's backwards throw allows her to special cancel into Falling Melody (22C) despite the fact that the opponent never touches the ground. (A requirement for the move to work) This allows her to combo after her backwards throw in the corner for large damage.

2:54 - Platinum: Using her Bomb item, Platinum can lock the opponent down, allowing her to use her Miracle Jeanne super to cause unblockables. (Hammer item only) This can be followed up with a combo.

3:19 - Platinum: Using the 214C version of Dream Sally, and then Green Bursting the opponent into it during block-stun allows her to combo into her Astral.

3:37 - Ragna: Counter Hitting with Ragna's Counter Assault as late as possible into the attack's active frames allows him to follow it up with a combo.

3:54 - Jin: Hitting an airborne opponent in the correct spot in the corner with Jin's 632146D super causes the opponent to float out of the way of Jin's followup attack.

4:00 - Makoto: Using Makoto's 3C during Jin's 632146C super causes it to whiff.

4:04 - Noel: Counter Hitting with Noel's j.236236D super and then Rapid Canceling the first hit causes the opponent to go into a long untechable float. This can be followed up with a combo. (Not shown)

4:10 - Valkenhayn: Counter Hitting with Valkenhayn's j.236236C super and Rapid Canceling the second hit causes the opponent to go into a long untechable state. This allows for damaging combo followups.

4:34 - Tsubaki: Having the opponent block Tsubaki's j.236D~214D chain special allows her to Rapid Cancel it and preform a fully charged 22D unblockable without the opponent being able to escape. (Aside from Counter Assaulting or Bursting) This can be followed up with a combo. (Requires 3 Charge Stocks, a 4th is used in the combo, though is not required for other combo followups)

4:50 - Tager: Using Tager's magnetism, her can do 3C > 22D (Whiff) for some odd tech traps. Attacking with 2B during the opponent tech will causes them to change sides with him, however, using any other attack will keep them in front of him. Towards the end of the clip, Tager can be shown Rapid Canceling his Gadget Finger special (22D) on hit and whiffing an Atomic Collider (623C), which causes the opponent to fly extremely high into the air, and unable to recover.

5:10 - Hakumen: Properly placing a Gurren special (214A) against an airborne opponent in the corner allows Hakumen to followup with a combo that makes all his air attacks hit behind him.

5:22 - Unlimited Arakune: Hitting the opponent into Unlimited Arakune's 236236A super from a Counter Assault will keep the opponent from being able to die. This causes an odd glitch to happen where Arakune is unable to move, attack, or even be hit. (Found by Jackie Chandler)

Edited by Urichinan
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Posted
Jackie, you inspired me to finish this:

URI NO PLZ

I JUST RAN OUT OF TISSUES

My poor mattress is going to suffer tonight. ; v;

Seriously though, fantastic work. Lots of lulzy stuff I didn't know about in that video. I'll have to make a compilation of stupid, silly stuff for you in return~. :3

Posted
Why do people like this game again? Lmao.

For plenty of reasons that aren't included in a six minute video of extremely circumstantial, non game-breaking oddities. :P

Posted

All right Uri, I admit it- you know more retarded stuff about Blazblue than I do. There, I said it. :P With that out of the way:

I was disappointed to find that a few glitches I knew in CSII no longer work in Extend. Unlimited Makoto can no longer trap a running Unlimited Tager by mashing 2A, Hazama can't get the grapple in his Eternal Coils Distortion stuck on an orb Hakumen made between them, and Tsubaki's install animation can't stick to the stage like it used to be able to. But I may have forgotten a couple things to include for Extend, too, so if I can think of a decent amount, I might just include all of those in another video later. :3

On an unrelated note, I feel like I know even less about Mormons after watching that video than I did before.

Posted
Did Platinum's standing animation move her out of the way slightly when Ragna did those Inferno Dividers at 1:31?

No, D. Inferno Divider's hitbox is just weird like that if it's spaced from her in such a way. I'm not sure what the hitbox on it looks like (the Wiki page only has the hitbox for C. Inferno Divider), but I think it just barely goes over her head. It happens if she walks forward, too... But not if she's blocking standing. Weird, isn't it?

Posted

Platinum's standing guard hitbox actually increases her height because of the way she holds the staff. She holds upright, so her head is taller, it's pretty funny.

Jackie, the video was godlike. You had more actual glitches than I did, so I'm a little jelly over that. Yesterday my friend actually reminded me of some Lambda hitbox issues we've encountered that I forgot to put in the video.

You and I need to make a huge compilation video with anything else we can find, plus the stuff in these two videos. It would be really awesome. :3

Posted
Yesterday my friend actually reminded me of some Lambda hitbox issues we've encountered that I forgot to put in the video.

Hitbox shenanigans are great. Like Noel's idle animation and Lambda's existence :DDDD

Posted
Jackie, the video was godlike. You had more actual glitches than I did, so I'm a little jelly over that. Yesterday my friend actually reminded me of some Lambda hitbox issues we've encountered that I forgot to put in the video.

You and I need to make a huge compilation video with anything else we can find, plus the stuff in these two videos. It would be really awesome. :3

Haha, glad you liked it Uri~. I don't really know all that much about hitboxes, but I really enjoy pondering the properties of moves and experimenting with how they affect each other. That's how I found the Unlimited Arakune glitch not too long ago. :P

But yeah, I'd love to do a compilation video with you~. I'm afraid I've exhausted most (if not all) of the glitches I know in Extend, but I'm always thinking about ways to find more, and there's quite a few I know about in older versions of BB, in case you might want to include those. :3

I get the feeling Chandler would be a god by now if he wasn't busy finding all this crazy stuff.

One day, I'll become a god because I find a way to incorporate all this crazy stuff into actual games. Just you wait and see. >:3

Hitbox shenanigans are great. Like Noel's idle animation and Lambda's existence :DDDD

Now you've got me curious. :3c

Posted
No, D. Inferno Divider's hitbox is just weird like that if it's spaced from her in such a way. I'm not sure what the hitbox on it looks like (the Wiki page only has the hitbox for C. Inferno Divider), but I think it just barely goes over her head. It happens if she walks forward, too... But not if she's blocking standing. Weird, isn't it?

Wow, that's weird as hell, not surprising, but weird. BB and its hitboxes are a completely different world aren't they? Hope I can find some Rachel stuff in a few days. Going to pick her up for hell of it. Noel sucks...

Posted
Haha, glad you liked it Uri~. I don't really know all that much about hitboxes, but I really enjoy pondering the properties of moves and experimenting with how they affect each other. That's how I found the Unlimited Arakune glitch not too long ago. :P

But yeah, I'd love to do a compilation video with you~. I'm afraid I've exhausted most (if not all) of the glitches I know in Extend, but I'm always thinking about ways to find more, and there's quite a few I know about in older versions of BB, in case you might want to include those. :3

Most, if not all of the odd things I know in BB have to do with hitboxes. Lol

YES! We can most definitely do other versions of BB, because I would really love to show this off again: http://www.youtube.com/watch?v=eZRCr6bkIZY#t=2m48s

There's the CT Rachel throw glitch, the Noel damage scaling glitch, Litchi's Astral glitches, the burst glitches, CS1 Tsubaki's super air guard break glitch, Hakumen's ability to Astral the last hit of Noel's ground super by her doing it into an orb, Litchi and Tsubaki's energy ball glitch.

Yes, yes multiple games shall be good indeed.

Posted
Wow, that's weird as hell, not surprising, but weird. BB and its hitboxes are a completely different world aren't they? Hope I can find some Rachel stuff in a few days. Going to pick her up for hell of it. Noel sucks...

But Rachel blows a LOT more than Noel ever could. :v:

http://instantrimshot.com/

Most, if not all of the odd things I know in BB have to do with hitboxes. Lol

YES! We can most definitely do other versions of BB, because I would really love to show this off again: http://www.youtube.com/watch?v=eZRCr6bkIZY#t=2m48s

There's the CT Rachel throw glitch, the Noel damage scaling glitch, Litchi's Astral glitches, the burst glitches, CS1 Tsubaki's super air guard break glitch, Hakumen's ability to Astral the last hit of Noel's ground super by her doing it into an orb, Litchi and Tsubaki's energy ball glitch.

Yes, yes multiple games shall be good indeed.

We'll make an excellent team then! :D

Jesus Uri, you yomi'd the shit out of that Hakumen. He must have needed to change his pants after you used Litchi's Astral glitch like that. :P

I'll go ahead and start recording the glitches you didn't mention~. :3

Posted
Now you've got me curious. :3c

Nothing about them together, just two examples of dumb hitboxes... in fact... don't a lot of BB idle hitboxes go full derp?

Posted
Nothing about them together, just two examples of dumb hitboxes... in fact... don't a lot of BB idle hitboxes go full derp?

Yeah, there's some really weird stuff that can happen with idle animations. For what it's worth, I was testing some of Lambda's moves on Noel's idle animation to see if I could find out what you were talking about, but all I could find was that Lambda's 6D doesn't hit her during the idle animation, even though it does standing. Weird. :V

She at the very least doesn't lose out to mash at neutral. That's all i'm asking for in this game Chandler.

But that's what a pocket Ragna is for!

Posted
Yeah, there's some really weird stuff that can happen with idle animations. For what it's worth, I was testing some of Lambda's moves on Noel's idle animation to see if I could find out what you were talking about, but all I could find was that Lambda's 6D doesn't hit her during the idle animation, even though it does standing. Weird. :V

Heh, that's lulzy.

Are we going to do just glitches and hitbox issues, or do you want to include stuff like weird move properties (Platinum's 22C on back tech, CH Valk air super RC, Ragna's CA hitting really late during certain moves, Litchi repeatedly doing 6/4Kote to make the staff go off screen, etc.)?

Posted
Are we going to do just glitches and hitbox issues, or do you want to include stuff like weird move properties (Platinum's 22C on back tech, CH Valk air super RC, Ragna's CA hitting really late during certain moves, Litchi repeatedly doing 6/4Kote to make the staff go off screen, etc.)?

I say anything that makes you go "huh, that's weird" or is just plain silly is fair game. :3

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