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Posted

^ easily proven with Azrael j.2C, has actives 'till landing but height makes a difference if you wish to blue beat pickup lazy techs.

Posted

Yeah, active frames don't get cancelled when you hit the opponent, so that makes spacing even more important in some cases because you get better frame advantage if you hit the opponent later during the active part of the move.

I think that's one thing that makes Platinum's 6B really good sometimes because it has 12 active frames, so even though it's listed as -7, if you hit the opponent from the right distance, it ends up being +4 IIRC.

  • 3 weeks later...
Posted

Hooory shet can someone please explain this. At first I was supposed to post this on the character specific threads but I think it's related to some general system like "Combo Proration Discount Wth Buffer" or some sort.

 

Simple corner combo from Ragna:

 

623C,236C,236C > 3C,22C > 236D > B,D (opponent techs before the last hit)

 

When I added 6B,5D(1hit) in the start, suddenly the entire combo connects successfully. I came from guilty gear so it was confusing me why adding more hits to the combo made it work.

 

*training mode with opponent on standing state

Posted

Hooory shet can someone please explain this. At first I was supposed to post this on the character specific threads but I think it's related to some general system like "Combo Proration Discount Wth Buffer" or some sort.

 

Simple corner combo from Ragna:

 

623C,236C,236C > 3C,22C > 236D > B,D (opponent techs before the last hit)

 

When I added 6B,5D(1hit) in the start, suddenly the entire combo connects successfully. I came from guilty gear so it was confusing me why adding more hits to the combo made it work.

 

*training mode with opponent on standing state

BBCP has a combo system where the starter denotes how long (literally how long in time) a combo can be. 623C is a short length starter, 6B is a normal length starter.

Posted

BBCP has a combo system where the starter denotes how long a combo can be. 623C is a short length starter, 6B is a normal length starter.

Thanks. That explains everything. I was also wondering why starting combos with jC was also screwing up my combos so much.

Posted

(literally how long in time)

Something I don't get so this is might be a stupid question. So theoretically, adding a dozen A's still won't let the guy tech if I scored a "long length starter"? (if that term exists)

 

I kinda got used to guilty gear where I think they get more and more "slippery" if I keep adding more P's and K's.

 

I'm also a bit confused regarding "counter hit carry" in the wiki. What's the definition of "hitstop"?

Posted

Something I don't get so this is might be a stupid question. So theoretically, adding a dozen A's still won't let the guy tech if I scored a "long length starter"? (if that term exists)

No, because I don't believe that move will combo into itself a dozen times.  To help with hit confirms and pressure, many jabs can cancel into themselves two or three times, but not indefinitely.  If you check the frame data page, it should tell you the specifics on how ragna's moves combo together.

Posted

No, because I don't believe that move will combo into itself a dozen times.  To help with hit confirms and pressure, many jabs can cancel into themselves two or three times, but not indefinitely.  If you check the frame data page, it should tell you the specifics on how ragna's moves combo together.

Sorry about that, I'm also aware that rag's A's don't cancel into themselves more than 3 times. It was a theoretical example.

 

What I had in mind was carl doing airdash A (5-7x) if the combo starter was 46D (nirvana's 2hit vaccum slash).

Posted

Sorry about that, I'm also aware that rag's A's don't cancel into themselves more than 3 times. It was a theoretical example.

 

What I had in mind was carl doing airdash A (5-7x) if the combo starter was 46D (nirvana's 2hit vaccum slash).

 

It won't - at least, not as a result of using all those A's;   Let's say, hypothetically, you could do some combo like:

 

Long starter -> 4 seconds worth of B and C attacks -> Ender

 

Then you could also do, instead:

Long starter -> 4 seconds worth of A attacks -> Ender

 

But for obvious reasons, the damage on the second version would be garbage. 

 

So to put it simply, using more attacks in a combo doesn't make it end sooner, but consuming more time in a combo does make it more likely that it will drop.

 

There's more information here - Look at the 'Combo System' section.

 

To answer your other questions:

"Counter hit carry" means that subsequent hits of the same move will also get the CH bonus to hitstun.  So if you had a 2 hit move that DIDN'T have CH Carry, you'd have to cancel it after the first hit to take advantage of the extra CH hitstun.  If the move DOES have CH Carry, you can cancel it after the 2nd hit and still have the extra hitstun.

 

"Hitstop" is the time the game 'pauses' when an attack makes contact.  It makes moves feel 'weighty' (a game with no hitstop would feel like your attacks had no 'impact' behind them) and also gives you a couple of extra frames to enter your next combo input.  Also note that hitstop is NOT necessarily the same for both characters, so it can alter the frame advantage of moves depending on which character has more.

Posted

Thanks I completely understand it now. I was having a hard time believing that the hit decay happens when time literally passes.

 

 

As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.

 

Oh god what!? I'm sorry for being greedy but was there ever a document made that has the attack level of of every move per character or did everyone learn them the hard way? I mean, assuming that azrael and ragna's 5C probably has the same attack level but has different sound effects for example.

Posted

VS/S starters. I keep hearing the term but idk what it means and I feel like a dumbass because I probably should. Definition please?

Posted

VS/S starters. I keep hearing the term but idk what it means and I feel like a dumbass because I probably should. Definition please?

S: Short starter, with this starter you can only do a poor midscreen combo and a "more-or-less" decent corner combo.

VS: Very short starter . . . basically a combo from this starter is too short and sometimes you can't even do a combo from them.

Posted

Okay, we're gonna take this step by step.

 

Click "Wiki" on the dustloop quick link bar. It's located between "Calendar" and "Chat"

 

Next notice the Big "Blazblue Chronophantsma" Emblem, and look beneth it to find two hyperlinks, one of which says "Blazblue Chronophantasma" and the other says "Frame Data(BBCP)"

 

Click on "Frame Data (BBCP)"

 

Next you'll see every characters portrait. Click the character you're interested in.

 

There will be a complete list of that character's moves and many columns to the sides of them. One of the colomns will be title "Starter" And it will read ether VS, S, or N.

 

A N starter will go for a maximum of 8 seconds before a forced tech, a S starter will only last 4 seconds, and a VS starter will almost let them tech instantly (Probably allows for 2 seconds of combo)

 

For each starter, as time goes on, the amount of hitstun a move produces will decay. A N starter at second 7 will have to be airtight to keep the opponent from teching out.

 

Ragna has the only known L starter which is his 22C I believe. I don't know how long it lasts.

 

If you want to get to another character's frame data quick go to the bottom of the page, observe the box with everyone's names in them, and click the asterisk next to their name.

Posted

S: Short starter, with this starter you can only do a poor midscreen combo and a "more-or-less" decent corner combo.VS: Very short starter . . . basically a combo from this starter is too short and sometimes you can't even do a combo from them.

Thanks, much appreciated

Posted

It seems I was so delirious last night I wasn't able to see the columns 'starter' and 'level' on the frame data. Thanks for the detailed explanations, guys.

 

How about picking people up from the floor? I realize that the things like 'same attack' still persists but does the 'combo time' somehow reset when you do this?

Posted

It seems I was so delirious last night I wasn't able to see the columns 'starter' and 'level' on the frame data. Thanks for the detailed explanations, guys.

 

How about picking people up from the floor? I realize that the things like 'same attack' still persists but does the 'combo time' somehow reset when you do this?

If the hit number goes back to 0 and starts counting again, it's a brand new combo that you're doing. If your foe fails to tech in time and lets themselves be reset into a new combo, you get the full refreshed timer off of whatever hit you picked em up from the ground with.

 

Same attack stuff does NOT persist if it's a new combo. You can use all of those moves again without issue. It'd only be an issue if you don't actually reset and the combo counter keeps going, in which case your foe will be able to tech during literally any time they wish, which can be used to make you whiff something with slow recovery and punish you. Those blue combos are so prorated that they don't do almost any damage either so it's better if you just let them stay grounded long enough that if hit again it'll be a new combo rather than rush it and get them into a blue combo.

  • 2 weeks later...
Posted

I am currently having a game breaking problem here

I cannot do a rapid cancel or a grab properly even if I had assigned the shortcuts.

I went to tutorial mode to check if I had done something and there wasn't a execution problem.

Even pressing the buttons manually doesn't work

It's like my A or Square button isn't registering with these dual or triple button executions

Does anyone know a solution?

I am sorry if I posted this in the wrong thread :P

'Edit'

I forgot to mention I am on the vita port of bbcp

Latest update

Posted

You're likely just not hitting the buttons simultaneously even though you think you are. There's not much to do about this other than work at it more. It's an inherent weakness of playing on a system with 2 less shoulder triggers.

Posted

Could someone please explain stagger pressure to me in great detail? Like I get the basic premise of it (you do a string of frametraps, but sometimes you reset pressure with dash 5A/2A instead of doing the next move in the string), but what are you trying to accomplish with stagger pressure. Where does high/low/throw mixup come into play during stagger pressure? How are you supposed to confirm hits when you are leaving gaps in between your attacks? How are you supposed to handle people who hold barrier? Where does your damage come from if you are pressuring and resetting mostly with jabs?

 

I see other players doing this all the time and messing people up with it. But whenever I try to do it....it just seems shitty lol.

 

Now occasionally it does work. However, most of the time my opponent mashes/jumps out, or they are so content in blocking that I feel I have to do some sort of mixup on them (or they'll just keep blocking forever...and with no Guard Libra/Primers they don't really get punished for blocking infinitely).

 

I play Makoto by the way. And I play online mostly if that.

Posted

Stagger pressure is really difficult to accomplish reliably online.

What I am about to say may be completely wrong, but it is based on my experiences with stagger pressure.

So when you use your jabs 5A/2A or really any other move that leaves you at a frame advantage of 0 or higher, you can either continue to gatling into other moves and try for mixups if you don't get pushed out by barrier or dash forward and try to continue pressure. This is only if the character you are using has a run type dash, though.

If you get your opponent to think that you will just followup with gapless gatling or gatling that allow for frame traps, they will be more reluctant to hit buttons while you are pressuring. If you then decide to dash forward after your advantageous move the opponent will probably not mash in time to hit you out of it which allows you to catch people.

If the ones you are using this on continue to block you can go for a grab or even a TRM setup. If you get the opponent to think that you are going to go in for a grab after dashing in during a pressure reset, you can instead use your jab and then immediately grab and if they tried to tech a grab while in the blockstun of your jab, the grab that you used after your jab will be untechable because they will be in the throw reject miss state for trying to tech when a grab was not even happening yet.

I'm pretty sure someone can explain it better than me.

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