Kurushii Posted October 25, 2013 Posted October 25, 2013 With BBCP out a lot of you are starting to dive into making combos. Some of you may not know that Overdrive (OD) changes duration based on your remaining health and if the OD was used to cancel a move. More info can be found here: http://www.dustloop.com/wiki/index.php?title=Offense_(BBCP)#Overdrive Since the arcade release, Japan has been using OD and cOD to represent Overdrive and Overdrive Cancel. Their wiki pages have been separating combos into sections for health values. Which really start making lists longer than it should be. I want to get a single notation structure for dealing with HP values that everyone here can agree on. If you have any ideas on how to write it better than please voice your opinion. My idea is to keep OD and cOD like Japan, and make each HP range into a level value. To keep it easy you can basically think level value x 10 is what % you need to be less than for the combo to work. 100-90 = 10 089-80 = 9 079-70 = 8 069-60 = 7 059-50 = 6 049-40 = 5 039-30 = 4 029-20 = 3 019-10 = 2 009-00 = 1 So to save space in writing it'll be OD/cOD + the value. For example OD3, cOD7
SoWL Posted October 25, 2013 Posted October 25, 2013 I guess the first question is, what levels should the ones in the arcade sparring mode be? We got lots of combos that have been tested in the arcades, where you can't control your health value as precisely as on the console: all the options they had are full health, about half of the gauge, and red health. I suppose it's something close to OD10, OD5 and OD7.
Kurushii Posted October 25, 2013 Author Posted October 25, 2013 (edited) I guess the first question is, what levels should the ones in the arcade sparring mode be? We got lots of combos that have been tested in the arcades, where you can't control your health value as precisely as on the console: all the options they had are full health, about half of the gauge, and red health. I suppose it's something close to OD10, OD5 and OD7. Japan wikis labeled 100/50/10, but real values changes are at 49%, and 9% Edited October 25, 2013 by Kurushii
Moy_X7 Posted October 26, 2013 Posted October 26, 2013 My idea is to keep OD and cOD like Japan, and make each HP range into a level value. To keep it easy you can basically think level value x 10 is what % you need to be less than for the combo to work. Sounds good to me. However, if I were to write down combos in my combo thread, I would do something like... [OD LvN] *combo notation* I would use your way of OD(N) outside of my combo thread though, as it's a lot simpler.
BlackYakuzu94 Posted October 26, 2013 Posted October 26, 2013 So the amount of OD would depend on a lv. from 1-10?
Delrian Posted October 26, 2013 Posted October 26, 2013 Maybe have notation going from 1 for nearly full health to 10 for lowest amount of health? Would make more sense as OD gets better the less health you have.
Celerity Posted October 26, 2013 Posted October 26, 2013 Maybe have notation going from 1 for nearly full health to 10 for lowest amount of health? Would make more sense as OD gets better the less health you have. If you do it that way, it might make more logical sense, but it's harder to read. OD under 70% would become OD4 instead of OD7.
CosmicShadow99 Posted October 28, 2013 Posted October 28, 2013 I think Kurushii's notation makes sense. Though it's not much of a stretch to just write it as a percent for more clarity. Like you could write OD30% instead of OD3 so the character would have to have no more than 30% hp remaining to perform the combo.
Verimeloni Posted November 1, 2013 Posted November 1, 2013 For example Ragna: 5B > 5C > [cODlv9] > 214A > 214D> 5C > jc. > ... (ID) Right?
zeth07 Posted November 1, 2013 Posted November 1, 2013 I think it would be easier to just list the combos in sections based on the percents that way you don't have to put a bunch of "cOD7" within all the combos of that percent range (and it's confusing). So in the combo it'll just be "OD" or cOD and when looking it is easy enough to understand the HP range as listed. It would also mean you can keep the ranges more simplified until people start actually doing some crazy min/maxing combos for there to be a difference between close health ranges. I'd recommend just starting out the listings with the same sections like the arcade, Green = 100%-50%, Yellow/Orange = 49%-10%, Red = 9%-1%. Then if very specific OD combos happen you can just put that percentage range in-between the other ranges OR just on that one specific combo. Any Range [100%-51% HP] [50%] 5BB > OD > 2B > TCL > OD BHS = 4200+[50%] Back Throw > TCL > OD > OD BHS = 4054[75%][uW] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167[59%-51% HP] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167 or[HP<59%] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167 [50%-11% HP] [10%-1% HP] For Azrael I made a post in the combo thread to give Overdrive combos their own section since it is a relatively advanced mechanic and not necessarily combos people will choose to do. The way I look at it is you don't have to type the OD range multiple times if you have multiple combos for that range, and specific ranges will be rare so it isn't so bad to type them out for a specific combo. Otherwise you would be adding another variable and thing people need to know, they'd have to know this percent = this level = this combo, instead of just this percent = this combo.
Moy_X7 Posted November 1, 2013 Posted November 1, 2013 I like your idea and I think I'll go with that.
Narroo Posted November 1, 2013 Posted November 1, 2013 I think it would be easier to just list the combos in sections based on the percents that way you don't have to put a bunch of "cOD7" within all the combos of that percent range (and it's confusing). So in the combo it'll just be "OD" or cOD and when looking it is easy enough to understand the HP range as listed. It would also mean you can keep the ranges more simplified until people start actually doing some crazy min/maxing combos for there to be a difference between close health ranges. I'd recommend just starting out the listings with the same sections like the arcade, Green = 100%-50%, Yellow/Orange = 49%-10%, Red = 9%-1%. Then if very specific OD combos happen you can just put that percentage range in-between the other ranges OR just on that one specific combo. Any Range [100%-51% HP] [50%] 5BB > OD > 2B > TCL > OD BHS = 4200+[50%] Back Throw > TCL > OD > OD BHS = 4054[75%][uW] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167[59%-51% HP] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167 or[HP<59%] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167 [50%-11% HP] [10%-1% HP] For Azrael I made a post in the combo thread to give Overdrive combos their own section since it is a relatively advanced mechanic and not necessarily combos people will choose to do. The way I look at it is you don't have to type the OD range multiple times if you have multiple combos for that range, and specific ranges will be rare so it isn't so bad to type them out for a specific combo. Otherwise you would be adding another variable and thing people need to know, they'd have to know this percent = this level = this combo, instead of just this percent = this combo. I disagree. Tables and context are easily separated; this might lead to some confusion for people down the road when people and writing out combos elsewhere and are forgetting to write in the OD header, or accidentally reference the wrong header. Furthermore, you still have to write in the percentage for combos that rely on a percent that lies in the middle of the bracket. Therefore, I approve of the OD## concept. It keeps the numbers in the combo, so they don't get lost. Having [##]-Combo format also works as well, and has it's ascetics, but either method should always be implemented. Using the Header-Grouper format is nice for organizing combos on lists, such as the wiki, but should not be used in place of actually writing the number somewhere in the combo. Which is what I'm trying to say.
zeth07 Posted November 1, 2013 Posted November 1, 2013 I disagree. Tables and context are easily separated; this might lead to some confusion for people down the road when people and writing out combos elsewhere and are forgetting to write in the OD header, or accidentally reference the wrong header. Furthermore, you still have to write in the percentage for combos that rely on a percent that lies in the middle of the bracket. Therefore, I approve of the OD## concept. It keeps the numbers in the combo, so they don't get lost. Having [##]-Combo format also works as well, and has it's ascetics, but either method should always be implemented. Using the Header-Grouper format is nice for organizing combos on lists, such as the wiki, but should not be used in place of actually writing the number somewhere in the combo. Which is what I'm trying to say. So you think this will be easier to understand out of context..... 5B > 5C > [cODlv9] > 214A > 214D> 5C > jc. > ... (ID) than this, [HP<89%] 5B > 5C > cOD > 214A > 214D> 5C > jc. > ... (ID) Who's to say the person isn't going to forget the proper OD "level" corresponding to the HP range when posting the combo elsewhere? That argument works both ways. And are you going to assume everyone knows the OD level ranges and their related HP value ranges when posted elsewhere?
Ajantas Posted November 1, 2013 Posted November 1, 2013 (edited) I think what zeth is saying makes perfect sense. When I was trying to write down some OD combos to me the health aspect of the OD is as much a requirement as the heat or the position. So if we notate [50% Heat] or [Crouching] [Corner] for combos it would make perfect sense to list the health requirement for the combo [<xx%HP] etc, though it wouldn't really be necessary to say [OD] cause if you going to be doing an OD combo you are going to have to use one. I also feel OD combos come in chunks simple because of how the duration works, maybe a 100% HP OD is too short to get that special move out, maybe when you hit below 79% Health you can fit that special move before OD ends and you suddenly get 4-5different combo paths (1-2 being optimal etc). Its like when I was experimenting with bullet when you get below 69% Health the OD duration is long enough that you can use a drive move and maintain your drive gauge after it due to the OD affect. This suddenly opens up many different ways you could use that feature in a combo to extend damage and allows to use otherwise corner only combos mid-screen. Another example is weak points for Azrael combos, you might get more uses of the weakness the longer the duration goes on and that allows you to open up different routes etc. Edited November 1, 2013 by Ajantas
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