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Everything posted by FerrellJ
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Since it uses a Splash Art, it'll probably be even higher if the opponent is in Emotion Low- probably 18K+. With both Karula in Emotion High and the opponent in Low, I imagine you'll be somewhere around 23K. Also, for more fun (and even less meter), I'd see if you can land the 214214+AB Critical Hit (Emotion High only) instead of the SA by walking forward after the assist into 5B>214B ~ 214214+AB. If it hits in the right spot, that super will do 8K before scaling- once you factor in the additional bonus for Emotion High, that's nearly as much damage as her SA but for only 1-bar (although I believe supers get scaled more heavily than SA's).
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Something the wiki doesn't mention is that this also activates as a counter if Manaka is hit during the startup- She'll immediately drop all the books. At point-blank, this is as damaging as any other Splash Art.
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One observation I've made that I'm not sure I've seen mentioned before is that Splash Art damage is unaffected by your character's emotion state but your opponent's is taken into account. For this reason, even though the damage bonus for high emotion (+35%) is greater than the multiplier applied for taking damage in low emotion (+25%), Splash Arts (and the combos you use them in) will do a great deal more damage to your opponent when they are in emotion low state. At the same time, you get no bonus if they are neutral and you are high emotion.
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While we're on the topic of training mode- if anyone is wondering what the Reversal Backstep is for (since it took me a while to realize it), it's basically used to determine how safe/unsafe a move or string is. There was a similar option in KoF XIII that I initially thought was missing from AP (until I asked myself just what that option might have been put in for). At least, I think that's what they put it in for... Very, very useful if you didn't know about it. Once we get good frame data, it will be even more useful...
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That's all I was going to post so what you have there is perfect. Might even want to see about getting the OP updated so it doesn't get lost. The 4th option in COM settings is Guard Switching (or however you'd want to phrase that)- it allows / prevents the CPU to switch between high/low guarding. So if you have the CPU set to stand and you hit it with a low, if that option is turned on, it will guard low. If that option is off, the hit will connect.
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Counterhit to random, maybe? If so, that's probably something you'd want to have off unless training yourself to react to CH's. Maybe it would help to post up a translation / map of all the training options. I have them all written down at home and can post later when I get home if that would be helpful.
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There is- it's under the COM settings. Look for something that starts with ファスト. The whole like translates to "fast standing" or something. I think there are 3 options: on / off / random. "Random" is spelled out with katakana so you should be able to tell fairly easily which one that is.
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I think boss-Ryan definitely has potential, at least in combos. I was playing around with her a bit while practicing with Karulau and came up with this: 623X, walk forward, 5B (input as 6B) > 6D > 214B, 623A (7040 damage, 1 meter) 623X, walk forward, 5B > 6D > 214B, 66A > 2141236 A+B (8320 damage, 2 meters) I'm not sure if the damage is all that great for a 623X starter, but it's about on par with stuff I was able to figure out with other partners. I'm thinking that the ground bounce on Ma-Ryan's dive kick might be really useful for some situations. One other thing I noticed (that may be obvious already) is that the inputs for the assists seem to be handled independently from the rest of the inputs as far as the order in the input buffer- the "5B > 6D > 214B" sequence above can also be done with "5B > 214B > 4D" so long as the 4D is pressed before the animation for 214B begins (or maybe just during the active frames of 5B. It's hard to say).
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I could have sworn I had the dummy set to block- I even remember testing it... Original post corrected though. Thanks for catching that (thought I suppose it wasn't too hard to catch). Also, I would like to amend my previous statement about Sasara's Splash Art being the best- Chizuru's is up there too.
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I noticed that Boss Ma-Ryan's kick is an overhead. Not sure if any other partners have lows or overheads- I know I've seen some that seem like they should be overhead but can be blocked crouching. Not sure how "legal" that makes her for tournament play because I could easily see some unblockable setups with that. Corrected: it is not an overhead- training mode fail on my part. That said, I somehow managed to find a setup that's the opposite of an unblockable- I forget what assist I had but it was with Chizuru. I did her 214X attack on wakeup along with the partner attack. I set the dummy up with the setup and was able to block the assist attack in either direction (Chizuru's attack whiffs as is only there for the actual crossup). I really wish I had written the setup down but I neglected to... Yes, you can select the "boss" stage. It's available from the start. Boss Ma-Ryan is unlocked for use once you beat her once in story mode. Obouro will always do his alternate dash attack after the run unless you come to a complete stop then press 6(or 4)+C again. Even the KOF trick of pressing back before the attack button results in him performing the special attack. It's actually pretty "forgiving" when it comes to that attack- you can let the stick fall back to neutral and press the button and still get the attack- basically, if he's still in the dash animation or its recovery and you press a button, you'll get the dash's attack.
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It's probably my favorite one in the game. They are all pretty good though. I've always been pretty disappointed with the supers in BB and P4A. At least the Astrals / IK's anyway- they drag out far too long and just aren't as impactful as it seems they should be. The Splash Arts in AP are really well done.
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I played a couple people on the other side of the country and it wasn't bad, if a bit inconsistent. Some matches were pretty damn good, others lagged a bit. I wouldn't say it's anywhere near KoF XIII's netcode- that is barely playable with someone 5 miles from me. Then again, it's also not AH3-level awesome. I was able to nail all 4 of the just frames on Touka's rekka's in one of the matches if that means anyttihng... One of the guys I was playing with also said that he's had plenty of matches with Japanese players on ranked that felt okay. I'm curious if it's handling the synch at the character select screen rather than the intro like AH3's netcode did- people would always skip that and the first round would be almost unplayable.
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I'd suggest using just the "BlazBlue" part of the logo, excluding the "Continuum Shift" text and the seal. Might also want to place it in a less prominent location- perhaps swap the logo with the "Hazama" text. Also, depending on what buttons you are using, you may want to try making the glow around the buttons green instead of blue/red. Might fit nicely with solid black buttons.
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The buttons probably aren't rotating- the paper artwork inside them is. A piece of double-sided tape on the back of the art will remedy that. Just be sure to have it aligned before you stick it.
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I've never experienced sanwa's getting stiffer after reassembly. You sure you got the button pressed down all the way to the switch? Sometimes it takes a couple of full presses to lock it in properly; maybe that's what you're feeling.
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You can buy them from Madcatz as Skyking mentioned or you can use vinyl dye to paint them yourself (which is the option I went with). Vinyl dye is likely to be cheaper (I think I paid around $8 for a can) but you may need to go online to find it. You'll also need to let it cure for several days.
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Neither. The shadows are probably just messing with you.
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After weeks of debating just what I was going to do for the design, I finally bit the bullet and committed myself to this.
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Here.
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Mind if I ask how you guys managed to get the "fake" .dds files converted? I read about where they actually seemed to be XPR2 files (something like 360-exclusive directX textures) but the next post is just exclaiming how you figured out a way to read them. I've searched all over and haven't been able to figure out how that is done.
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I've noticed that there seem to be 2 sets of emblems- one that appears behind the character on the select screen (the cropped ones in the Emblems package) and another one that appears on the character's arcade intro scene (this one shows the full emblem but is smaller). Are the latter accessible at all? Also, I'm looking for Mu's emblem. Since she's not selectable in Arcade mode, I figure it's unlikely they have an emblem for her anywhere (aside from the CS logo background). Am I correct?
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I believe that this is actual typed text within the game files rather than a series of images. You're looking for the story mode character art. It doesn't sound like the ones for CS have been ripped yet. The ones from CT are in the complete package; not sure which individual package. I'm looking forward to the Mu files myself- those pictures make for great stick art...