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Everything posted by KirbyMorph
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https://sites.google.com/view/dbfzhbtchamber - character combo guides and other random tech for cast https://docs.google.com/document/d/1fhlq7qASMlUHDd978Eh0b2x_DC5H55spIF-BvPpdkT4/edit - list of discords for each character https://docs.google.com/spreadsheets/d/e/2PACX-1vStxd3co41pIsJuRt98kl_EQDaAxjHnHP1y76kzU8018Wv_MAhYUqV7ATyTWUkGddxMJQSt-05vbDL_/pubhtml# - spreadsheet with pages and combos for most of cast (some missing at time of this post, notable majin buu and couple others having nothing or just one combo) Dont know of any forums with dustloop and srk mostly dead. /dbfz/ and /fgg/ generals on 4chan I guess if you count that. Most just post to twitter or dozens of different discords now.
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[CF] Mai Natsume Combo Discussion Thread
KirbyMorph replied to RurouniLoneWolf's topic in Mai Natsume
Here's an Evernote of the combos I've found with video examples for most of them included. -
I posted this Evernote in the discord, but figured it would be useful for anyone that frequents the forums, too. Damage for 632146D scales with seals unlocked. I wanted to calculate exactly how each seal affects the damage and what kind of scaling it has for a raw distortion with various number of seals unlocked. Seal 1 (Lvl 1) is unlocked by default, so is our base damage modifier for 632146D. Math for expected vs actual damage for various examples are shown below. Actual dmg was calculated in training room with seals listed in training room without Active Flow or counter hits vs a Ragna training dummy at round start state. Listed here is the individual damage total of the 632146D distortion with each seal and their respective levels with a + differential in green font showing the amount of flat damage that seal adds to the base damage. Seal # (Lvl) - (# dmg, + # dmg differential from base Seal 1 (Lvl 1)) Seal 1 (Lvl 1) - (2428 dmg, Base) Seal 1 (Lvl 2) - (2524 dmg, + 96) Seal 1 (Lvl 3) - (2695 dmg, + 267) Seal 2 - (2524 dmg, + 96) Seal 3 (Lvl 1) - (2524 dmg, + 96) Seal 3 (Lvl 2) - (2560 dmg, + 132) Seal 3 (Lvl 3) - (2596 dmg, + 395) Seal 4 (Lvl 1) - (2618 dmg, + 190) Seal 4 (Lvl 2) - (2823 dmg, + 395) Seal 5 - (2756 dmg, + 328) Seal 6 - (3065 dmg, + 637) Seal 7 - (2695 dmg, + 267) Seal 8 - (2884 dmg, + 456) Expected Dmg vs Actual Dmg Seal 2, 4 and 8 Unlocked Expected dmg = Base + 96 + 190 + 456 = 3170 dmg Actual dmg = 3144 dmg % Error = (3170 - 3144) / 3144 = 0.8% Seal 1 Lvl 2, Seal 4 Lvl 2 Expected dmg = Base + 96 + 395 = 2919 dmg Actual dmg = 2915 dmg % Error = (2919 - 2915) / 2915 = 0.1% Seal 1 Lvl 3, Seal 4 Lvl 2 Expected dmg = Base + 267 + 395 = 3090 dmg Actual dmg = 3086 dmg % Error = (3090 - 3086) / 3086 = 0.1% Seal 5, 6, 7, 8 Expected dmg = Base + 328 + 637 + 267 + 456 = 4116 dmg Actual dmg = 4029 dmg % Error = (4116 - 4029) / 4029 = 2.2% Seal 2, 4, 5, 6, 8 Unlocked Expected dmg = Base + 96 + 190 + 328 + 637 + 456 = 4135 dmg Actual dmg = 3957 dmg % Error = (4135 - 3957) / 3957 = 4.4% Seal 2, 3, 4, 5, 6, 7, 8 Expected dmg = Base + 96 + 96 + 190 + 328 + 637 + 267 + 456 = 4498 dmg Actual dmg = 4187 dmg % Error = (4498 - 4187) / 4187 = 7.4% All Seals Max Lvl Expected dmg = Base + 267 + 96 + 395 + 395 + 328 + 637 + 267 + 456 = 5269 dmg Actual dmg = 4622 dmg % Error = (5269 - 4622) / 4622 = 14% Minimum Damage 5B > 5C = 1280 dmg 5B > 5C > 632146D = 2804 dmg 2804 - 1280 = 1524 dmg added 5B > 5C > 2C(2) > 3C(2) = 2362 dmg 5B > 5C > 2C(2) > 3C(2) > 632146D = 3230 dmg 3230 - 2362 = 868 dmg added Longer combos need seals unlocked to extend the combo and unlock others during the combo. I've listed the seals that were unlocked at time of distortion for these examples. 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) - 3313 dmg 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > 632146D (Seal 1, 2, 3, 4 at time of distortion) - 3992 dmg 3992 - 3313 = 679 dmg added 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > 632146D (Seal 1, 2, 3, 4, 5, 6, 8 at time of distortion) - 4472 dmg 4472 - 3313 = 1159 dmg added 236236D for comparison: 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > 236236D - 4433 dmg 4433 - 3313 = 1120 dmg added With Overdrive 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > ODC > 3C(2) - 3424 dmg 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > ODC > 3C(2) > 632146D (Seal 1, 2, 3, 4, 5, 6, 8 at time of distortion) - 4919 dmg 4919 - 3424 = 1495 dmg added 236236D for comparison: 5B > 5C > 5D > 6D > 214B > 5B > 2C(1) > 6D > 214B > 3C(2) > ODC > 3C(2) 236236D -4824 dmg 4824 - 3424 = 1400 dmg added It looks like the minimum damage for 236236D should work out to around 1000 dmg on longer combos and it should be your default ender for most combos when it is unlocked. 632146D appears to be closer to around 500 dmg minimum on longer combos for the base distortion, but starts outpacing 236236D when you have 6 seals unlocked. Conclusion The data shows that for any given seal, the distortion will gain a flat amount of dmg. The only time the distortion will scale this dmg is beyond 6 seals, where you start seeing 5-7% scaling. Only at max level and all seals unlocked does scaling really kick in at 14.4% from the expected value for raw distortion. The distortion does between 2428 dmg at base up to a whopping 4622 dmg for all seals at max level unlock. Compared to 2800 dmg of a raw 236236D, a reversal 632146D is clearly the go to option once certain seals are unlocked. From this data, we can also determine the strength of an average 632146D distortion and decide, when applicable, whether to use it or 236236D as our distortion ender, which is typically only around the time you've unlocked 6 seals or, obviously, if you do not have seal 8 unlocked yet.
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Some air to air options for Susanoo. Notation in video and youtube description or can view my Evernote for all the combos I've tested and uploaded to Youtube.
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This contains many of the combos in undercover_beret's evernote or my own variations with focus on guaranteed seal unlocks. https://www.evernote.com/shard/s422/sh/7edf704f-ea5c-4c08-921c-07d528514502/fe0d825ea9076af0b091a77d55abe58f is where the notation was pasted since youtube description box had a character limit. Its 40 combos, though last one is just a joke taunt combo. Feel free to use it for reference if you wish.
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This combo only works from round start as is. Its only guaranteed unlock is 236D/the 8th seal. It requires 214B in what would be almost 99% of the cases due to no control over where the seal starts aside from round start. A better notation would be something indicating the first seal unlocked - in this case the 4th seal from where you begin - and a guaranteed unlock of the 8th seal/236D. A similar combo people are floating around is a 3 seal unlock that "guarantees" the first 4 seals unlocked, yet only works from round start when no seals are highlighted. It's notation is 5B > 5C > 2C(2) > 5D > 6D > 214B > 5B > 5D > 6D > 3C(2) > 4D. Yes, if you reset training room, it will unlock the 2, 3 and 4 seal, but the combo will not work any other time in the match unless 214B is already unlocked or you know how to shorten it to unlock 214B at the first 5D. For example, say you did J.C(2) and both are blocked at round start, but connected 2B after landing, youd be on the 3rd seal and could go to 5C > 5D > 6D...etc to continue the full 4 seal unlock combo. But if you do a full block string, the seal highlight will be in the wrong position and you won't be able to connect 214B from the combo. You can see this in practice by using either combo in training room from reset and just jabbing 2 or 3 times on the dummy, then doing the combo. You won't go anywhere with either combo past 6D. My proposed notation is as follows: 5B > 5C > 2C(2) > 5D > 6D > 214B > 2C(2) > jc > J.BC(1) > jc > J.BC(2)D - 3445 Damage / 24 Heat, Unlocks: N+4 Seal, 236D, Requires: 214B where N is the highlighted seal start location. Still not very elegant, but much more accurate than a blanket unlock statement that only works in one situation. Just my suggestion though. Also, do you have active flow on or did you do other hits somewhere? I do not get 3.7k dmg or 27 heat doing this combo. Edit - Another simple example is 2A > 2B > 5B > 5C > 2C(2) > 3C(2) > 4D - from round start, it unlocks 236D, but at all other times functions as an N+8 Seal unlock (ie - it unlocks whatever was highlighted when you start the combo, so if grand viper 236B was highlighted, you will unlock it when it finishes).
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[CP] News & Gameplay Discussion (Old)
KirbyMorph replied to kosmos badgirl's topic in BlazBlue Gameplay
I still think its a Mu-like unlock code where you can play the game and unlock or bypass for a couple dollars/free with preorder. So youd probably get Terumi for beating 6 heroes section of story or instantly with preorder. At least I hope thats how it works. -
So much misinformation. 1) It's a retail game with flat price for all content 2) It has a demo with Jago as free playable character for all modes, including single player and training and online, with option to buy seperate characters if you want just say Fulgore and no one else or upgrade to full version 3) It's not digital only. All games are digital day one, as is Killer Instinct. It has a boxed version. 4) It will have a season pass for DLC. Costumes mentioned. Possible classic costumes for the DLC. Maybe characters. Unclear. Sounds like MK9/Injustice model.
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Thanks for this. I really appreciate it.
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Some questions regarding Mu in CSEX. 1) Corner combos and steins - is there a way to tell when you can do j.5D at the end of an air string and then OTG them to continue the combo? Sometimes I can do something like j.C j.2C j.5D and then OTG with 2B 5C 2C and continue the combo and the stein will hit them in air and other times they can tech on the ground or mid air (after the otg). Is it the starter I use? If its a counter hit start? if they were crouching? I've kinda given up on all but the most obvious combo starters (6c fatal or catch them with a sod wall bounce) for using steins in combos in corner due to this. I dont think its dropped combos as I've done every challenge mode combo with ease for mu and can do the ones listed in combo thread in training and have them work. Just when in match you dont get to do 5b 5c starters all that often and picking up combos off random hits/starters seems to always make it so my steins dont seem to work in combos/give tech opportunities. I assume its a proration thing. I find I end up just doing j.C > j.2C > land > 2C > SOD > 6A > super (or variations of it) or leave them on ground and setup a stein or 236A or other oki option instead of trying to go for a second round of air combo anymore. 2) What are some good pressure strings when I go in? Say they block a 214D or I have a 236D bouncing around and want to go in while they are blocking. I find any time I have pressure on, I end up falling back to something like 5A > 2A > 2B > 5C > 6C > SOD or 2A > 2B > 5C > 3C types of blockstrings that end my pressure and push me back. Like I have no way of opening anyone up. Any suggestions on pressure strings I can learn?
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https://www.youtube.com/watch?v=G6LP8Qd8QOM Trailer for those interested. Surprised no Fulgore shown.
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This game was on the NCI stream after CSEX. Goddamn, why isnt this being localized? Looked like crazy fun.
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JP extend had a limited edition. kinda. came with a noel hug pillow at some sites and most had the soundtrack bundled with it and some phone cards.
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Just reading the mu page and 2c says "Ragna's only fatal-counter attack, ". the entire description of 2c sounds like its copy and pasted from ragna. even the image of mu doing 2c says ragna. edit: oh and this isnt a complaint/bitching. just dont know how to edit the wiki/dont want to mess it up.
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http://www.youtube.com/watch?feature=player_detailpage&v=zPscCmFWm30#t=81s you can see the 3c (ch) combo there. they are airborne for the 5c, so the kishuu will cancel it and put you next to where they land. and the hotaru combo is mistaken, should be j.c, 214a instead of j.2c.
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Sorry, must have missed that skimming the last couple of pages. thanks for the heads up.
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Are there any noteable combos for extend with mu that changed? All the OP combos seem to work in training. Any specific sections that should be changed up? The only thing i really seem to see different is 2c otg instead of 2b.
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Couple other midscreen combos from extend. might be off in notation/numbers a bit. doing from memory. (2) 3c (CH), 2B, 214A, IAD, j.B, j.A, land, 5C, 623A, 2C, j.B, j.2A, air dash, j.2A, j.C ~3.1k damage (3) hotaru, delay slightly, iad, j.c, land, 214A, iad, j.B, j.A, land, 2c, j.2a, dash, j.2a, j.c ~3k damage (3) 6a (anti air counter), hop, 236b (1), 623a, 2c, j.b, j.2a, air dash, j.b, j.a, land, 2c, j.2a, air dash, j.2a, j.c ~3.4k dmg
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I ended up getting it working. It wasnt actually connecting on the second hit. It just looked like it was. They were teching just as it animated. Seems to be just really tight on the timing of the dash to make it connect. HexaNoid was right on me just not dashing as soon as possible to cover the distance to keep them high enough. Apologies for any confusion over this and thanks for the help with it. I should have just practiced more when I got home from work before posting for help.
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Its as soon as the bullet fires from the gun. They dont wall bound at all. It connects and hit counter goes up, then they tech instantly before hitting the wall/faling to the ground for the juggle part. I'll try working on my dash when i get home. I spent about 20 mins on it early and just couldnt get it to connect despite doing those juggles and haida loops in cs2 and other 22c dash related combos in that version. Thanks for the help. i'll see if i can improve my dash timing and see if that makes it work.
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Not sure if this is the place to put it, but others are marked for cs2 and its combo related - Ive got extend and noel's corner combos are giving me trouble. after 22bbbbbc~66c (2), they always tech as i go for j.4d, 6b, 6c, 214d part. in general, im having problems with the silencer parts of combos. Im not sure if its the new input (hold b) or what. tried doing the old manual push b way too, but they keep teching off wall bounce from the 6c (2). they tech the instant they get hit by the second hit of 6c. do i have too many 22b's from the silencer or something? the combo im doing currently is i think challenge 11 or 12 in the corner with 6b, 6c, 2c (2 hits), 5c, 3c, 22b(think there are 6 hits, not sure off top of head)c~66, 6c (2), j.4d, d.6b, d.6c, d.214d, 6c, j.d, (forget rest, think its d.5d, d.5c, d.236d, fenrir). ive watched the computer do it a bunch of times, but only difference i saw was letting 2c hit twice,w hich i started doing instead of quickly going to 5c. didnt change the instant tech on 6c(2)'s second hit. could do all her combos in cs2 for reference. is it just dashing too slow after 22c?
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My copy arrived today from Play Asia. Main menu is in english for those wondering. I know enough Japanese to get through the other stuff to find install and what not, so fairly friendly on that end.
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The background/stages are so much better in this comparedto Blazblue. I always felt they looked like they were sort of pasted on the 3d backgrounds in BB and just floating there. They look like they are actually a part of the setting in P4U. love howthe desks move when Chie or Yu do a big move near them. Remind me of 3s stages.