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Posted (edited)
(...)

The BBBR system seems silly, sure, but I like that it lets you do whatever you want and it doesn't punish you for it.

(...)

Not exactly true, unfortunately. The combo scaling mentioned is just one of the parts of BBB:R damage scaling. BBB:R also has a move-based proration system (like the one found in BB, GG, or, even closer, Melty Blood). For example, while you can combo after Rouga's Wild Fang super, because of its 30% relative proration, the combo that you do after that is severely reduced in damage. Of course, that's Rouga's most extreme example, but there are moves that you generally want to stay away from early in the combo, if you don't want your damage to be reduced too severely. This is also the main reason why your BnB does so much damage, none of the moves (except for the finisher) involved have relative proration, causing the move-based part of the scaling to never drop below 60%.

About the damage scaling system, I've been preparing a write-up of it, but wikia has been less than cooperative. I'll post it here for now.


Damage Scaling


There are three types of damage scaling in Big Bang Beat: Revolve; one coming from the number of hits you did in your combo ("combo scaling"), one coming from the specific moves that you did in your combo ("move scaling"), and once coming from the health modifier of the character on the receiving end of the combo

("defense modifier"). Using these three scalings, one can calculate the percentage by which damage is scaled at anytime during the combo as follows.


Scaling = (Defense modifier) x (Move scaling) x (Combo scaling)


(in this particular order, since after each multiplication, the result is rounded down to percents)


Combo Scaling


The first hit of your combo will do full damage, after that, the damage reduces by 3% per hit. So the eleventh hit of your combo will only do 70% of its original damage, and from the 35-th hit onward, the effects of this combo scaling alone already cause the damage to be reduced to 0% (from which point onward, all your hits will do 1 damage).


Move Scaling


Most of any character's moveset will scale the damage of subsequent hits by themselves as well, on top of the scaling described above. In this respect, there are two types of moves. The first kind of moves has what is called "fixed proration". This means that the scaling will be forced down to the move's proration, if it was higher, else the scaling stays the same.


The second kind of moves has what is called "relative proration". This means that the move's proration always affects the scaling, no matter how high/low it was.


Example: Let's look at some of our main character's, Rouga's, normals.

6A: 90% relative

6B: 70% relative

5A: 65% fixed


First, suppose Rouga does 6A 6B 5A 6A.

6A: full damage

6B: 90% damage

5A: (90% x 70% =) 63% damage

6A: (min(63%,65%)=) 63% damage


If we reorder the moves a bit, like 5A 6A 6B 6A, then the result is as follows.

5A: full damage

6A: 65% damage

6B: (65% x 90% =) 58% damage

6A: (58% x 70% =) 41% damage


So while the same moves are used before the final 6A, the difference between relative and fixed prorations causes the damage of the final 6A (and possible followups) in the two strings to be different.


Defense Modifier


Every character in the game has the same amount of health, namely 10000, but will be less (or more) susceptible to damage, depending the character, and on how much life he has left. Details are in the following table (for the demo for the moment)


Format: [10000] - [9999 - 7500] - [7499 - 5000] - [4999 - 2500] - [2499 - 0] (est. eff. HP)


Ren Idagawa:      100 -  80 -  80 -  78 -  75  (12788)

Mizayato Gundan:  100 -  85 -  80 -  85 -  70  (12578)

Rouga Zanma:      100 -  85 -  85 -  85 -  85  (11764)

Senna Kyoudou:    100 - 100 -  90 -  87 -  85  (11091)

Kunagi Tenrou:    100 -  90 -  90 -  90 -  95  (10962)


So Rouga will receive 85% damage from attacks, during the entire round (except the first hit), and Erika Mizayato will receive 70% damage when she's almost dead.

EDIT: Oh, and if there are any comment, I'd love to hear them ^^

Edited by Mengjun
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Posted

Alright, now that I've gotten some hands on with this game, I'll probably start posting a bit more later.

Well, at least they are patching it fairly quickly in an attempt to fix problems. Hope they sort some stuff out soon.

First thing I noticed is that the timing for Burai's parry seems really strict.

Posted (edited)

Oh thanks, I thought I was doing something wrong 'cos I haven't tried it yet... x_x

whoote.jpg

Edited by Chipp12
Posted

Finally got the game, Kinako's 6A is godlike, Im going to try to make a combo video for her soon.

Posted

When I'm trying to install updates with NTLER, I get this error...

[エラー] 旧バージョンのファイルのオープンに失敗しました.

差分ファイルの適用中にエラーが発生しました.

作業途中のファイルを元に戻しています...

作業途中のファイルを元に戻しました.

Should I try it in Japanese Locale?

Posted

If you can't get it to work otherwise, then Japanese locale will probably do the trick.

I didn't have to do any of that though. I just installed it normally without any altering or middle men.

Posted

feels a bit faster imo, the hitboxes are really fucking deceptive :/

senna's 2C>214A whiffs on nakanishi and that one giant dude

Posted

Stop making me jealous D=, it's gonna be a day or 2 or 3 before I receive my copy of BBBR.

Anyway, I think I have figured out how to deal with wikia now. Now there are like 4 useless pages lying around though... =/

Posted

Anyone know how to get this to work with a 360 TE stick? I tried controller setup but that isn't working.

Posted

How am I intended to get damage with Agito? My highest damage combo (off of an impractical starter even) seems to be

5B -> 5C -> 2C -> j.A -> j.B -> j.D -> land -> j.A -> j.B -> j.236C -> land -> j.B -> j.D -> land -> j.A -> j.B -> j.236C -> land -> j.B -> j.D -> land -> 236D, and it does 2200 damage

Oh wait, no, 5B -> 5C -> 2C -> 236B does 2600 damage.

Regardless, does anyone have any insight?

Posted (edited)

I may or not be able to finish this up today; so in case I can't, I'll just post the first part of what I've been testing with Burai.

EDIT: As it turns out, the place I had to be at got canceled. Problem solved :D

Burai Yamamoto [BBBR v.1.02]

Color Palettes

A: Hair = Blonde, Shirt = Green, Pants = Black

B: Hair = Red, Shirt = Blue, Pants = White

C: Hair = White, Shirt = Red, Pants = Red

D: Hair = Blonde, Shirt = Brown, Pants = Blue

Dashes:

- Both of his dashes are short and cannot be maintained by holding down the direction

- The back dash travels further than the forward dash

- His dash can be canceled into anything as soon as the dash begins, retaining momentum

- The only exceptions to momentum retention are moves that directly effect that property

Normal Revolver Info

5A: 5A, 2A, 5B, 2B, 5C, 2C [NOTE: 5A whiffs on certain crouching opponents]

2A: 5A, 2A, 5B, 2B, 5C, 2C

jA: jB, jC

5B: 2B, 5C, 2C

2B: 5C, 2C [NOTE: 2B causes slight lift]

jB: jC

5C: 2B, 2C

2C: N/A [NOTE: 2C causes lift, can be charged for greater lift, damage, and stun]

jC: N/A [NOTE: jC knocks down aerial opponents]

D-Button

NOTE: Burai has a stamina gauge that works similar to the P-gauge in the original BBB. It fills up over time and effects his D commands, command normals, and Flicker Jab special.

D: Ducking

- Burai ducks and dashes forward a short distance

- About one-tenth the length of the screen

- Consumes approximately 25% of his Stamina Gauge

- Upper body invulnerability

- Can be canceled into from any ground normal or command normal

2D: Short Jump

- Burai hops a short distance off the ground

- “2” gives him a neutral hop

- Holding “1” or “3” will cause him to hop in the appropriate direction

- 2D/3D takes so little of the Stamina Gauge that it refills instantly

- 1D consumes approximately 10% of the Stamina Gauge

- Lower body invincibility

- Can be canceled into from any ground normal or command normal

4D: Sway

- Burai does a short back dash

- Travels about twice the distance as Ducking

- Consumes approximately 10% of the Stamina Gauge

- Upper body invulnerability

- Can be canceled into from any ground normal or command normal

Command Normals

NOTE: All command normals (aside from parry) can cancel into one another as long as stamina meter is availiable.

6/2 as opponent attacks: Parrying High/Low

- Burai parries the opponents attack

- “6” to parry high and mid attacks

- “2” to parry mid and low attacks

- Can also parry in the air

- Must press the direction right before the attack connects

- Feels tighter than Street Fighter III: Third Strike or Yatagarasu

- I would estimate a two-frame window of opportunity to parry

- “Freezes” the opponent/hit momentarily and leaves Burai with considerable advantage

- Multi-hit parries must all be input at the right time

- Takes about 10 parries to fill one bar of meter

6A: Hook

- Burai aims a hook at his opponents head

- Whiffs on some crouching opponents

- Consumes approximately 18% of the Stamina Gauge

- Can be canceled into from any ground normal

- Can cancel into any C normal, special, or super

6B: Body Blow

- Burai delivers a sharp strike to the body

- Consumes approximately 18% of the Stamina Gauge

- Can be canceled into from any ground normal

- Can cancel into any C normal, special, or super

6C: Chopping

- Burai swings down his arm on top of his opponents head

- Has a decent amount of startup

- Overhead

- Causes ground bounce on aerial opponents

- Consumes about 18% of the Stamina Gauge

- Can be canceled into from any ground normal

- Can cancel into any C normal, special, or super

4C: Left Straight

- Burai leans back and throws out a straight with his left arm

- Has a decent amount of start up

- Causes wall bounce on aerial opponents

- Consumes about 18% of the Stamina Gauge

- Can be canceled into from any ground normal

- Can cancel into any C normal, special, or super

Specials

214C: Straight Combination

- Burai throws out a left straight, followed by a right straight

- Lands two hits

- Can be canceled into from any ground normal or command normal

- Either hit can cancel into super

623C: Cross Upper

- Burai throws out a body blow, followed by an uppercut

- Lands two hits

- 2nd hit launches

- Can be canceled into from any ground normal or command normal

- Either hit can cancel into super

214A/B: Flicker Jab

- Burai flicks out his bandages for a mid-range poke

- A version comes out fast and hit the opponent's head

- B version has more startup, hits mid, and draws the opponent slightly towards him, even on block

- B version pulls in even more if the opponent is aerial

- B version hits overhead

- A version consumes approximately 10% of the Stamina Gauge

- B version consumes approximately 20% of the Stamina Gauge

- Can be canceled into from any ground normal or command normal

- Can cancel into super

Supers

63214D: Dragonfish Blow

- Burai swings down his fist with a more powerful version of Chopping

- Causes ground bounce

- Can be followed up

- Can be canceled into from any ground normal, command normal, special, or super

41236D: Freedom Punch

- Burai throws out a powerful straight

- Can hit a total of 8 times

- Knocks opponent away

- Can be canceled into from any ground normal, command normal, special, or super

Edited by kazukifafner
Posted

senna's 214AB now counts as a floor bounce, no more infinite with it but 3 loops with it still does anywhere from 3-5k, really easily to do on agito but for other chars it works on you'll need to delay the 214A in order to pick them up

Posted

I ran into a glitch playing story mode as Miyazato. I hit the boss when he would die but he did his burst-like attack and for a little while we were hitting each other with no life being lost or him dying. But a minute later I hit him and the game started being normal again. And why was there a link to the game? Isn't there a piracy rule? Just saying.

Posted (edited)

lol, Burai can dish out so much damage with relatively little effort. It's not even funny. Like this:

jC > 5B > 5C > 2B > 6B > 6C > 214B > 5B > 6C > 214B > 5B > 5C > jB > jC = 4126 damage

And by the end of that combo, you wind up with about 1/4 of your stamina left.

Oh, and just for the sake of styling all over your opponent, something like:

jC > 66 5B > 5C > 2B > 6B > 6C > 5D > 5B > 6C > 5D > 5B > 5C > 63214D > 5C > 2C > jC

That one only does 3816 damage, but man is it hot.

dat crossunder 5D

Edited by kazukifafner

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