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BenignPacifist

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    BenignPacifist
  1. So blocking overheads. There are some people I just can't seem to open up no matter how random I am with my overheads. Maybe just because mu's overhead is always easy to see. It's frustrating fighting people I cant open up and it amazes me how consistently they block my overheads. So I try to mix up my game with frametraps and sometimes while I'm doing this, I see people stand and crouch super fast, as if they're flicking from high to low in order to just luckily hit the overhead. Is this an actual technique? What are some other ways to improve defensively?
  2. That's a strong thing to say. If I were absorbed in a bubble, I wouldn't have asked to begin with. It makes sense, I just never looked at it that way. If there's a tactic I'm losing to that I have an option to help/prevent, whether it's with disrespectful intentions or not, I take it in as data to work on improving the next match. It may not be seen often, but that doesn't mean it's not done period. The fact that it's rare makes it all the more viable mixup option. You can also catch people mashing with it as well, though I guess if they're mashing, it may not be considered pro level play to some. Some people aren't above mashing regardless. You never know, so why not try it and see. People who do take it with disrespect could try to look at it from that aspect too, so I wouldn't assume anyone is absorbed in a bubble.
  3. Completely agree. It just appalled me how disrespectful people get over a purple throw. It's really not that strong.
  4. When it happens to me, I wise up, and expect them from then on out. I really dont think they're a huge deal.
  5. Think I may have posted in the wrong area, but anyone know how to unlock the various D-code Icons?
  6. Why do people get so terribly bent out of shape about purple throws. I fought two good people and as soon as I get a purple throw off, they get trolly an start talking shit. I get that it can be considered a netplay tactic, but its still just a purple throw. If I get purple thrown, I just start expecting it, not tranform into an asshole and completely disregard the other person's skill. If people can tech green throws online, why cant you tech purple throws?
  7. So what are the various ways you unlock all of the character icons for your d-code? i'd really love to get the CT icons or the relius astral ones
  8. I dont like it because It spoils the ability to be deceptively good at the game with a "undetermined" rank. I liked being mysterious.
  9. So... I would like to expand my horizons and become more involved in this community. I've played this game for years, but never really got involved with one group of people. I just play people at random and I feel it isnt best for my skills (both in blazblue and socially) to just play anonymously all the time. So, I'd like to open up some. Some people I remember here from long ago. Hopefully I can start playing them more often because its the amazing people like that that keep my skills sharp. Anyhow, hope to get more involved here. I'll be on in a few hours if anybody'll be there.
  10. Hello~ I never really went on the forums before but now I'm here to learn me some CP. Kind of dropped out of BB after extend came out. Trying to start up a decent youtube channel too (mainly so I can manage my time playing and make it more productive). But yeah good to see you
  11. This is how I did 30 (at the end 1:30) https://www.youtube.com/watch?v=3WDsXP7Wnkw I didnt really think about the 214D loops. Havent really learned them yet.
  12. I dont like large rooms, personally. It's too much pressure to win. You lose you have to wait like 15 minutes to play another match and that's super annoying. anything higher than 4 i dont like
  13. Alright I think I get it now. Seeing examples really helps me alot. I wasnt sure how to apply the equation. So the equation is applied to every move used in a combo and the sums of each are added up for the total. (I thought that the one equation was used to sum up the whole total damage) P1 is the P1 value of the first move used in the combo and it is constant in every other use of the equation in the same combo. P2 is the P2 value of every single preceding move used in the combo. (I had no idea it included the very first move as well and I had no idea it excluded the value of the current.) Alright cool. Let me try it out. Mu: 5A>5B>5C>3C>SoD Damage = 5A: 300 5B: (530 * .8 * .8 * .84) = 284.928 5C: (720 * .8 * .8 * .84 * .91) = 352.236 3C: (660 * .8 * .8 * .84 * .91 * .94) = 303.509 SOD: (920 * .8 * .8 * .84 * .91 * .94 * .88) = 372.305 Total damage = 1612.978 The in game is 1611. I'm not too sure how the system rounds off, but close enough I guess. And in the case that there are (special prorations), they're listen in notes in the frame data right? And is repeat proration always 30% or is that listed as well? other than that, GOT IT. I GET IT. WOO. THANKS. So essentially, to maximize damage, string together all the moves with the best/highest P's. Now how about hitstun decay? I understand the description in the wiki saying that when the percentages drop a certain point (27% on the ground and 32% in the air), hitstun decays. So to find out what that percentage is, do you simply multiply all of the P1's and P2's and Char Combo rate in the combo? So say for example, that combo I just stated would have a proration of: .8 * .8 * .84 * .91 * .94 * .88 = 40% And if that is right, that means that the combo is not affected at all by hitstun (so far), right? If I'm right, then say if I were to extend the combo further. Then, according to the chart, the deterioration would start knocking off frames from the hitstun (-2, -3, -4, so on and so forth.). Right? And one more clarification about hitstun, moreso about hitstop. I found the section in the wiki about hitstun and I had no idea that hitstun in the game was generalized. That makes the math alot easier. Here are my questions - I understand what hitstop is, but both the player and the opponent are affected by it and sometimes the amounts of hitstop are different. Are the values listed for normal hitstop for both the attacker and the opponent? If not, where do you find out how much hitstop the attacker goes through. - Do you add hitstop to hitstun/untech time? If I figure this out, I can be more away of tech times and such.
  14. I just got back into Blazblue after not playing for a super long time and I wanted to start getting deeper into the mechanics of the game I once adored so much. So I'm trying to learn how combo scaling and damage works so that I can compose my own combos, get a grasp of what combos are best in certain situations and what to avoid getting hit by when fighting others. I think there'd be many pluses to learning how this works for me. I was reading up on damage scaling in the wiki and I'm just not understanding it. I'm testing out the formula's with Mu-12 and I'm just not getting the numbers right. So this formula is apparently: Damage = (Base Damage of the attack) * (Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations) So I try this with something simple with mu: 5A>5B. The total damage is 584. I try to plug in the numbers as I think they are: Damage = (300 [the damage of 5A])*( According to the wiki: 80%)*(.8*300) = a bigass, incorrect number Clearly wrong, but I dont know what exactly I'm doing wrong. I'm left asking myself a bunch of questions -Is (Base Damage of the attack) the base damage of the first attack or the whole combo? -Are P1 and P2 percentages that are flatly added into the equation, or are P1 and P2 percentages of their corresponding moves? -I'm assuming P1 and P2 are percentages. The formula doesnt make it totally clear to me. -With that assumption that they are percentages, is P1 the percentage of damage that the second hit of the combo retains? -Then after that, is it the P2 of the first attack used in the combo that gets applied to every move after that, or is it the P2 of every individual move used in the rest of the combo? -Say I used more than 2 hits. Surely you wouldn't multiply every P2 addition into the equation right? Shouldn't we be adding values? I messed around with it numerous times and got closer, but I could never get the exact number. Then it lead me to ask: - How do people get frame data, exactly? How do I know for sure that the wiki is absolute? - In addition, how do people find these proration rates? And this Character combo modifier as well? - Learning about hitstun decay would be glorious in helping me construct combos, but I seemingly need to know about the damage scaling first to be able to get those percentages that section of the wiki speaks of. Then, even if I knew, I dont know how those frame listed are applied to whatever they're applied to. - The frame data listed for EX list frame advantage on block only. Shouldn't on hit be listed somewhere as well or is there a set rule for it that I didnt see? More than likely, I know that I'm wrong and I'm not badmouthing the wiki, but I'd just like to be able to know for sure how to obtain these values and I just feel there's not enough information for people like me, fresh into this stuff, to help us get a grasp of these mechanics. Any help'd be appreciated.
  15. When you're opponent wins a round and you politely let them gloat in their win screen, but when they lose they're quick to mash into the next round.
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