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Posted

There's no real template for combos, but I usually have a 3 sections; Mid Screen, Corner, Specifics (like characters/modes)

Good work so far everyone = w=b Can't wait for netplay so we can beat each other up X3

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Posted (edited)

I'd say do whatever fits the set of combos that you have. If you have a lot of combos that for example work on 1 character only, it wouldn't make much sense to create a header for each one of those, right?

EDIT: Why do I tend to miss the first post on a new page? =/

EDIT2: Kay, added some more combo's for Agito, and changed the notation of TSHKN's combo's a bit to match the notation used elsewhere on the wiki.

EDIT2.5: Changed TSHKN's combo's a bit for a liiiittle bit more damage.

Edited by Mengjun
Posted

is anyone working on translating those patch notes? or has it already been done? if so i may offer to do some, but if somebody's working on it i'll leave it alone.

I somehow feel that the online in this game will suck. Just a feeling.

let's just hope it's been in work for awhile or something, and the reason they're not releasing it isn't because they hadn't started development yet on release(it seems to me like they had their hands full just getting the game out at all). although it won't matter for me since i live in the middle of nowhere and will get poor connections with everyone.

Posted

yeah if you could do that would be so god like of you if you could there already a changes log area on the wiki where you could put the patch notes

Posted (edited)

Hmmm...

bbbrburai.jpg

(during Big Bang Mode) [214C(1 hit) xx 41236D(1 hit) xx]x15 214C(1 hit) xx 41236D

Sure, the combo used was tool-assisted, and started off a rather impractical starter, but still...

(Actually, it might be possible to do this by hand, I can get the 41236D(1 hit) xx 214C with some consistency, but not quite enough to do that 16 times in quick succession.)

A much easier version (letting 41236D hit up to 5 times before cancelling) still gives a lot of damage (~6000), and can be confirmed into with for example j.C > 5B > 5C > 6B > ABC, without affecting the damage of the loop too much.

EDIT: Never mind the impracticality of the starter, the following combo will still kill Sanzou:

j.C > 5B > 6B xx ABC > [41236D(1 hit) xx 214C(1 hit) xx]x16 41236D

Edited by Mengjun
Posted (edited)

just go my copy today wanted to know how can u tell what version you are running it finished the update i think just want to make sure

scratch that lol looking at the post above i see just needed to put it in window mode

Edited by M.fear
Posted

Run it in windowed mode, ver 1.03a is the latest, also keep in mind each patch must be downloaded individually, meaning you must keep updating (1.00 > 1.01 > 1.02 ...etc)

Posted

How exactly do you determine % proration and the type of proration that a move has? Since no one got around to Senna's I figured I would do it myself, but I don't know how.

Also, for the characters that have damage values filled in for their moves, was there a specific character that was the punching bag or was the damage found some other way?

Posted

I use a couple of tools to determine damage/proration values:

Cheat Engine, Fraps (or some other screen recording software), and VirtualDub. The latter two are used for determining the damage of fast multi-hitting attacks.

Determining damage/proration values:

First note that the damage values are the values before any of the damage scalings are applied and that the first hit on a full-health character always hits for 100%. This is the observation that we use to determine the damage values.1. Start up BBBR, and go into training mode with the char that you want to get damage/proration details. Manbou is the best dummy for the job, because of his constant defense modifier of 100%. Wait until the round is started.

2. Start up Cheat Engine, set it to monitor BBBR.exe, and then look for the Health, Combo proration, and Move proration variables.

2a. For Health: start by searching for the value 10000, then switch to BBBR, hit the dummy with say a 5A 5B 5C, and pause while dummy is still in hitstun. Select "Decreased value" in the dropbox, and then press "Next scan". Two memory addresses should remain. Monitor the green/top address with the correct value in it. (And change the description to "Health" for convenience.)

2b. For Combo/Move: Make sure the game's unpaused again, then start a new scan. Search for the value 100 this time, then switch to BBBR, hit the dummy with a 5A 5B 5C again, and pause with the dummy in hitstun. Select "Decreases value" in the dropbox, and then press "Next scan". Again, two memory addresses should remain. This time, one will have the value 91/94, this is the combo proration variable, and one will have a considerable lower value. That one is the move proration variable, and the one we're interested in.

3. With that set up, now we can start finding the actual damage and proration values. For example, suppose you want to find the damage and proration of 5C.

3a. Hit the dummy with 5C (pause during hitstun for convenience).

3b. Read off the Health and Move variables for the damage and proration.

3b*. For multihitting moves, do the same as above for the first hit (pause during the hitstun of that first hit), and write down the combo damage after the 2nd hit, 3rd hit, and so on. If you can pause at the right time, use this to write down the proration values as well. If hits follow each other really fast, record the move with Fraps, and then do a frame-by-frame analysis using VirtualDub.

4. Now that you have all the move and proration values, we can now determine the proration type. Again, suppose that you want to find the proration type of 5C.

4a. Find a move X that combos into 5C, and that has a proration that is not 100%.

4b. If the proration after X > 5C is equal to the minimum of that of those 2 moves, then it is fixed, if the proration is less than the minimum, then it is relative.

5. Finally, we need to determine the minimum damage values of supers (NOT Big Bang Breaks). Typically, it is a fixed percentage of the unprorated damage that the super does, but this percentage depends on the character.

5a. If it's a super that combo's into itself, put on infinite meter and spam that super, and try to read off the minimum damage after a while.

5b. Otherwise it's helpful to turn off dummy teching, turn on jumping and do a 5A juggle until you see it does only 1 damage per hit (after 34 or 50 hits, depending on the character. It might be helpful to switch from Manbou to say Senna for this because of this reason), then connect the super (and record it using Fraps).

Sometimes you might encouter a case not covered here though.

Posted
Lots of algorithms

Uhhhh...

Well you seem to be doing a great job on it ^^;

Keep up the excellent work! It's highly appreciated! = w=b

Posted

well i just got my copy last week and im liken it so definitly going to try and get more ppl to play though everyone around hear is really stubborn and only believe in capcom lol

Posted

I played Revolve with a friend of mine on Friday for giggles since we still don't have the solution to our MB setup dilemma. We noticed the game has an interesting glitch in it where sometimes (this only happened twice in our 30 or so matches) a certain animation or attack happens before the round even starts.

One match, I was hit by Kunagi's 4C before the 2nd round even started, but I ignored it and played anyways. Another match, I was playing Devil Daigo and he did his win animation before the start of round 2. For a good 30 seconds, Devil Daigo stayed up there, off-screen, leaving Rouga in a situation similar to this while me and my friend laughed our asses off.

Revolve is okay, but honestly the things that kill it for me at this point are:

1.) The lack of netplay (AGAIN.)

2.) Some of the weirdest glitches that are still hanging around.

I can forgive the second problem easily because Frontier Aja is at least paying attention and patching up the game, but the first problem really irks me. 1st Impression was a pretty big mistake and while Revolve is a huge step up from it, they still leave the big mistake of not having netplay. If this came out a few years ago, I could forgive it for lacking netplay, but these days where the arcade scene for fighters is thriving once more in Japan, having a doujin fighter come to PC or consoles before the arcades and not including a netplay feature isn't necessarily a great idea.

Posted

Well, if what I found in the game files is any indication, netplay should be done and included at some point, assuming that Aja doesn't drop support for this game out of a lack of popularity. There's a menu image that explicitly says "Netplay" in one corner, so they're at least planning it or would have shipped the game with it, had it not been rushed for Comiket 80 like a few people suspect it was.

Posted

Version 1.04 Change Log__________

System:

・ヒットストップを調整。

・通常技のボタン入力猶予を延長。

・昇竜コマンドの簡易入力を削除。

・全キャラに「Bスティール」(新要素)を追加。B+Cで発動。マニュアルに追記。

・全キャラのビッグバンモード後、Bパワーゲージが使用不能にならないように変更。

・全キャラのビッグバンブレイクに最低ダメージ保障値を追加。

・一部技にガード時削りダメージを追加。

・一部のアーケードスティックで入力に誤作動がある不具合を修正。

・キーコンフィグに「A+B」「B+C」「A+B+C」の同時押しキーを追加。

・キーコンフィグに「ScrShot」を追加。スクリーンショットを行えます(自動で50%縮小)。

・1ヒット目からダメージ表示を行うように変更。

・VS CPUモードを追加。メニューでBボタンを押しながらVSモードに入るとCPU戦を行えます。

・トレーニングモードに以下の要素を追加。

★CPUレベル変更。

★Defence設定を追加( -guts 根性値補正無効、-beats ヒット数補正無効 )。

★Display Inputにmemoを追加。メモ帳が自動で立ち上がり入力したコンボルートが自動表記されます。

★Unique Gauge設定の追加。固有ゲージの設定・無限使用ができるようになります。

★Restartで画面端スタートを追加。

Universal:

・一部の技のレバー入力猶予を調整。

・一部のキャラの投げ抜けに関する不具合を修正。

・一部の演出を強化。

・一部のキャラのBエスケープが特定条件で出せない不具合を修正。

・一部のキャラのハイジャンプ中にガードができない不具合を修正。

・一部のキャラが空中引き戻しガードを受けたときに不正な動きをするのを修正。

・全キャラの起き上がりフレーム総数を統一。

Rouga:

・ナックルガード時にキャンセル可能に変更。

・ファングガード時にキャンセル可能に変更。

Kunagi:

・コマンドの優先順位を適正値に調整。

・L降魔月・新月の攻撃力を上昇。

・空中斬り裂く者の発生保障を削除。

・瞬天殺の空中ヒット時にバウンドしないように修正。

Senna:

・ビッグバンモードの発生可能条件を修正。

・超回復中に対戦で決着がつくと強制終了してしまう不具合を修正。

Heita:

・空中ガード後、再度ガードできない不具合を修正。

・しゃがみ強のカウンター時のやられ挙動を変更。

・ビッグバンモード時に一部の移動性能、一部の技性能が上昇するように変更。

・Dボタンに「漢を目指すぜ!」(新技・ビッグバンモード延長効果)を追加。

Ren:

・空き缶の発生保障を削除。

・火炎瓶の発生保障を削除。

・ブロック塀の発生保障を削除。

・パチキ/GO TO HELL!!に最低保証ダメージを追加。

・GO TO HELL!が不当なタイミングで出せてしまう不具合を修正。

・GO TO HELL!中にBBMを発動させると起きる不具合を修正。

Akito:

・ヒット数補正が一人だけ緩かったのを修正。

・闇裂きの最低ダメージ保障値を減少。

・チェーンソーに最低ダメージ保障値を追加。

・ブーメランの発生保障を削除。

・スタッブトラップ(新技)を追加。

・JMの受身不能時間をJHと統一。

Burai:

・空中ガード後、再度ガードできない不具合を修正。

Nakanishis:

・姉妹の絆の性能を変更。

Daigo:

・ドラゴンストックが特定状況で不正に増減する現象を修正。

・ビッグバンモード時にドラゴンストックが常時MAXになるように修正。

・ファイヤーフィストォォ!の硬直を縮小、チャージ版を追加。

・ドラゴンフィストォォ!の硬直を縮小、攻撃力を減少、補正値を変更、ヒット時の吹き飛びを変更、ジャンプキャンセル可能に変更。

・ドラゴンインパクトォォ!のバウンドを変更。

Kinako:

・アギト戦で無頼戦の開幕演出が再生されていたのを修正。

・CPUが新技を使うように調整。

Erika:

・宮里軍団集結が、特定条件以外でも発動できた不具合を修正。

Manbou:

・ジャンプ弱が無限にジャンプキャンセルできる不具合を修正。

・特定条件でマンボウの角度に異常が発生する不具合を修正。

Hanny:

・空中ガード後、再度ガードできない不具合を修正。

Mecha Heita:

・Bカウンターでゲージを消費しない不具合を修正。

・「フルファイヤー!」のコマンドを↓\→ + Sに変更。

・一部のボイスが兵太になっていたのを修正。

Posted (edited)

... da f? Doing 2C > BBB with Daigo causes him to freeze...

EDIT: Agito lost (edit2: a bit of) his godlike Yamisaki damage, as expected...

...and his j.B > j.236C juggle. =/

Edited by Mengjun
Posted

Agito:

・ヒット数補正が一人だけ緩かったのを修正。

・闇裂きの最低ダメージ保障値を減少。

・チェーンソーに最低ダメージ保障値を追加。

・ブーメランの発生保障を削除。

・スタッブトラップ(新技)を追加。

・JMの受身不能時間をJHと統一。

A loose translation, based on Google Translate and my own observations:

+ Agito gets one more percent of combo damage reduction per hit. (2% -> 3%)

- Yamisaki does less minimal damage. (1652 -> 1452, still very good)

+ Chainsaw gets minimal damage. (196)

- Boomerang gets cancelled when you're hit.

+ A new move, Stab Trap (22C) is added.

- j.B's untechable time is nerfed to that of j.C.

Posted

daigo corner combo(new?): JC>5C>22A>5A>5C>22A>5A>5C>JC>JB>JC>land>HJC>JB>JC>623A

you can do alot of fun stuff with him in the kakusei mode or w/e its called since it gives him unlimited dragon stock

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