-
Posts
1,554 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by skd
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
skd replied to BladeOfJustice7's topic in International
to put it as concisely as possible, i dont think anyone has an issue with hakumen being "strong", however the presence of his overdrive is honestly game changing. I feel as if hazama is in a similar predicament, albeit a bit overshadowed by our friend unburstable 9.6k off airgrab. pochp worded it perfectly. IMO all they need to do is give him a separate combo rate for overdrive. on another note, people DEFINITELY complain about tao, and even though haku's counters have less range, the reward off of them is extremely good in this version. -
www.youtube.com/watch?v=EYwK3crs3Wg those grabs are techable, despite "trm"
-
BlazBlue Question Thread - Ask your questions here!
skd replied to KayEff's topic in BlazBlue Gameplay
The implications of actually having your burst are important too! Access to gold burst/overdrive is pretty huge, as well as swaying people away from doing install/costly combos. For example, if you burst during a blood kain combo, ragna ends up losing a lot of life due to life drain. If you burst during tsubaki's mugen combos, she ends up with no stocks. That makes investing in those high damage options pretty risky (most of the time this prevents people from going for them unless they want to take the trade)! -
I have a room up, but I haven't played in a long time so please be nice to me. the room should be named ABAP itll be mostly invite spots (connection filter for public) so msg me and ask! Sent from my SCH-I535 using Tapatalk 2
-
Hokuto no Jersey thread: Fist-pump of the North Shore
skd replied to bbq sauce's topic in East Coast
pm it to me! Sent from my SCH-I535 using Tapatalk 2 -
i would sig you, but for the sake of productivity, TRM? Derq even mentioned it.
-
no hard numbers atm, my guess is either 7f or 16f. my guess leans towards 16 on block and hit. no idea on whiff. Sent from my SCH-I535 using Tapatalk 2
-
currently, the only S move i know of is ragna 22c
-
starter rating is a new value, yes. Combo time is not strictly dictated by the buttons strength, its just that A attacks are often given the F (FAST) rating, while most other normals are given the N (NORMAL) rating. Not to say that other attacks cant have the F rating, its just that its generally associate that way. That description based on button strength was probably just intended to poise the system in such a way that it would be easy for other people to understand while giving the concept behind starter rating (you could say a lot of very fast/invin attacks have F rating, which usually include A attacks). It's not a rule, just a misleading description. starter ratings arent based on any other factor aside from their judgment. there isnt a rule about them! and blood kain combos bro! but yeah for the most part hitting that 820f(- starter) limit is kinda tough for ragna haha also about hitstop, if you calculate the hitstop based off of static difference and blockstun/recovery (which are supplied by the mook) you shouldnt run into any problems if it was changed (i think)
-
You should work off of recovery. 10f total duration for stance cancel means you can essentially replace recovery with 10f and adjust static difference accordingly. I'm not sure what you did, but it should be 5A: -1 2A: -1 5B: -2 2B: +2 5C: +1 5C(GA): +4 2C: +1 3C: +4 2C(GA): +6 6C: +6
-
because roll startup is either equal to or smaller than auto block duration, if something will cross you up, you will be able to roll it. However, some setups punish rolls so be careful! Roll + 5DD on oki is not one of those
-
as far as i know, damage is unaffected. SMP only affects combo time.
-
a value of 3 means that there is a 360f reduction from combo time. 3 is "worse" than 2. Level 2 is 240f, level 1 is 120f/
-
its ok, you have an answer now. you can believe in me, thats what im here for! ¯\_(ツ)_/¯
-
i understand. the alternative has 6C being +6, but im more inclined to believe arcadia's writeup. in either case, we can look at it from another perspective. 19f hitstun on 6C, non ground CH. if her fastest possible cancel was 21f, she would be at disadvantage on HIT. However, this isnt the case as you can see in a ton of videos (as i recall, while doing frame playback of a video the izayoi player dashed before the opponent recovered from the hitstun from 6c. If i was cool i would prowl for a link but im not that cool). Calculating the degree of adv or disadvantage is really difficult with videos that could be littered with frame skips, but here you have a clear cut case of when the opponent recovers in relation to 6C stance cancel. If it was a 21f cancel at best, 19f hitstun would still result in her being unable to act before the opponent (which is clearly wrong as shown by video proof, leaving the other reasonably logical way to interpret the data, which was already backed up by other sources). tl;dr total duration is total duration, not total duration + startup before cancel window. the frame data doesnt do a good job of specifying it though.
-
from what i understand, the total duration listed is literally, the total duration. they just get canceled on different frames, but listed duration is still the same (10f total duration on beta cancel, making it the fastest, matching up to the arcadia writeup). otherwise, there would literally be no use in stance cancel, and you can visibly confirm that it recovers faster. The duration of the literal cancel is 3 frames. Arcadia could be wrong, however, who knows. ¯\_(ツ)_/¯
-
if youve blocked noel's revolver blast, thats a great example of a move with a huge amounts of hitstop. (i think, im not sure. its level 2? im just reminiscent of ct burst guard point hitstop w/ revolver blast)
-
hi. https://docs.google.com/spreadsheet/ccc?key=0AsFktHuut9MQdEs2T2ZMZkhITEsxNllxR3FQUGlreEE#gid=0 mook doesnt mention things like izayoi's special cancelable specials, or whiff canceling. -236B, 623B, 236C, and 236C are all cancelable into A, B, C, and D teleport on hit or block. -236X cancelable into valkyrie astraea -valkyrie astraea cancelable into ABCD teleport. -623X, j236C cancelable into strike fall. -Strike fall cancelable into trans-am and phorizer. -All specials+phorizer except for strike fall(i need confirmation on strike fall) are whiff cancelable into D teleport for 2 stocks. -Astral cancels unsure atm. those are the main points, really. As for using the new data...SMP is divided into 3 levels of severity, and starter rate dictates combo length. letter ranking goes S>N>F>M (izayoi has no S moves, so you only need to worry about N and F with the exception of counter assault which is M). p1/p2 are unrelated to combo time. I think everything else should be self explanatory. disclaimer: im only human and the mook is dumb sometimes and never fear, im doing wiki things too ok
-
Probably. Hopefully if arc isnt ridiculous her hitbox wont extend into the sword for unknown reasons. If you want to get a feel for the total duration, its only 2f longer than 5B, with what looks like a better hitbox. Jesus spear > Jesus kick its not a bad easter joke i swear
-
6 Active, 18 Recovery. -10 on block. Pretty much ragna 5B -1? 2f slower on startup and recovery (and 2 less active frames) and lower attack level.
-
uwaaa the reason why i didnt want to do this yet was because we have different data to put in like combo starter ratings and SMP levels. so instead of filling in the table we use now (which doesnt cover the bbcp system) i was just going to wait until a new table for bbcp was put together, then just c/p that instead of putting in info now and editing everything to accommodate the new properties. Sorry ;A; @Tectal's deleted post yes, 5b is 10 frames also OD Phorizer wallsticks in the corner.
-
have no fear! i will deliver beautiful frame data . some things of note for now Teleports are 42f ish total D teleport is 31f total duration 2A is +1 on block, 8f startup (godlike) 5A is 6f, neutral though. GA 2C is +5 on block haha. Shes got a fair amount of uncancelable moves without meter, but they arent terrible. some other things i dont remember. she looks really good on paper!
-
More arcadia stuff thanks to my great illuminati translators i love you -Normal 6C Body invin on 4-10(exact end might be 1/2f off). -6C immediate stance cancel is +. 18f startup. -in GA, 6c +1, 20f startup. 2c is + but exact numbers unknown atm. -6A has guard point frames 6-11 but gets hit by lows. 12f startup. -Gain Art 3C is -10 close range, -5 at max range. 18f startup. -Aegis Blade is head invin starting on frame 4(!!!)-12. loses invin on frame 9 when charged, but when released there is additional invin (2 to 6 frames). 10f startup. -I think 623B is + as well. -236A at closest is neutral (!!), good frame adv at midrange. 20f startup. -Phorizer is -20 on block. It says 7f startup?! -Full charge crush triggers go up to 59f apparently. you wouldnt. one of the better uses of her teleport is projectile > whiff cancel teleport for crossup or pressure. whiff cancel is really strong, you can even whiff cancel super if they dodge it when trying to reversal. other uses are crossups during trans-am or leftright in the corner (teleport forces her into the corner). meaty D sonic sabre > teleport should set up for a crossup but there hasnt been much exploration of izayoi afaik haha Izayoi overdrive generally adds 30f for every instance of 10% life you have lost, starting at 180f, until it gets to <50% life, where it goes up 90, then continues increasing by 30f until <10% where it increases by 120f. Instead of making a chart like a good moderator (ill do it after this stuff gets checked out or w/e) 180f-100%-90% life remaining 210f 240f 270f 300f 390f-<50%-40% life remaining 420f 450f 480f 600f-<10% life remaining