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Everything posted by B.P.M.
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Hello guys, not a lot of you may know me, but I've made something functional that may help the frame-data gathering process for not only this steam release but probably for future releases as well. Note: This program does not record active frames/recovery frames, just frame advantage and startup at the moment. http://puu.sh/nGJTu/cf9ca61a60.zip Instructions: Step 1: Open up training mode. Step 2: Run the program as administrator. If you don't know how to do this, there are plenty of guides online. Step 3: Have fun data viewing! If you're on startup mode, set your training dummy to always block everything to get accurate results.
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[Xrd] A Strange Bit of Damage Scaling Phenomena
B.P.M. replied to B.P.M.'s topic in Guilty Gear General
Thank you for the surprisingly detailed post. I've actually tested a move (Axl Bomber) at all RISC levels from 0 to -61, and slapped a trend line on the results (I know, shame on me, it's probably not THAT accurate, but it's a place to start) I'll run those figures you posted against my data and see which one is more accurate. Currently, my data is less accurate for longer, more damaging combos, we'll see if this fixes that. EDIT: Since the PC Version came out, I did some poking around with cheat engine, and it turns out there are two numbers for the current hit: one raw and one prorated. I'm trying to find the longer, more decimal-laden version of the prorate hit (since it probably has to go from integer to decimal and then gets rounded in the game) More to come soon. -
[Xrd] A Strange Bit of Damage Scaling Phenomena
B.P.M. replied to B.P.M.'s topic in Guilty Gear General
Testing reveals that damage scaling scales with the amount of negative RISC you have. For example, Sol's c.S 2D on Sol does 58 damage if you just add their damage values together (30 + 28). Below are some damage values for c.S 2D on Sol depending on initial RISC. RISC: Damage 0: 55 1: 55 2: 56 3: 57 4: 57 5+:58 Since c.S takes away 7 RISC on hit, I assume damage scaling still happens for +5 and +6 initial RISC, but it's too small to be noticeable. More to come after I do a fuckton more testing. -
[Xrd] A Strange Bit of Damage Scaling Phenomena
B.P.M. replied to B.P.M.'s topic in Guilty Gear General
Just saw this post, so it's just not well-documented for Xrd yet? That's a shame. Hopefully I can test stuff. -
[Xrd] A Strange Bit of Damage Scaling Phenomena
B.P.M. replied to B.P.M.'s topic in Guilty Gear General
I'm using Axl, and RISC is at 0 the entire time. "Normal Damage Scaling" is mentioned several times in the article, but never explained. -
Hi, first time (in a while) poster, long time lurker. I'm currently programming a tool that will calculate a combo's damage based on the moves it contains. Right now, the program parses the wiki data into an editable format and uses that for reference. I'm running into some snags, but I'm not sure if this is outdated data or an Xrd mechanic we haven't discovered yet. For example, let's take the combo AA 5P 6K(2) 2S(2) j.H j.D j.623H with axl. When done in-game, the combo does 166 damage on Sol at 100% health broken down like this: 5P: 28 6K: 22, 17 2S: 17, 13 j.H: 25 j.D: 23 j.623H: 25 Total: 166 However, when I do the math, according to the wiki it's done like this: Defense Modifier: 1.00x (ignoreable) The combo never puts sol under 50% health, so guts can also be ignored. 5P does not have initial proration as of 1.0. None of the moves have forced proration as of 1.0. 5P: 28 (OK) 6K: 22, 18 2S: 22, 18 j.H: 38 j.D: 40 j.623H: 50 Total: 208 How come the 42 damage discrepancy? I'm legitimately confused. Thank you, --BPM
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5AA, 5AA 2C [b+D] dash 5AA 2C [b+D] Damage to come. Midscreen only, Red axe.
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Try and keep her still. If she's all over the place, she's not going to be hit as easily (obv.) D~A (stop) is +2 on Block D~C (jump) is +5 on Block ^Wait these out, or if you're feeling a little gutsy, you can 6A out of the C cancel. If tao is being stupid and is spamming D moves, just throw out some bubbles. Wait her combos out if the tao knows what they're doing. They're not that damaging but they look flashy, which will often cause you to burst during a j.8d~a loop. Don't fall for the rape. Also, Taokaka has no reversals without meter. Rush her down, and be careful for Hexa Edge. (236236D) That's all I know...
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Notice: Moderators, please keep this updated. I won't be able to keep this up alone as often as everyone would like, so if you could help, that'd be awesome. PSN/XBL: (if two, put each seperate) i.e. PSN:thisismypsn XBL:thisismyxbl State: Got a mic?: (Y/N) When are you on?: (if you don't really know, put N/A) GOGOGO! PSN: XBL:
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j/k So anyways, I'll probably study the Tutourial vid thread and take it one step at a time *goes back to scrub hole*
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http://www.youtube.com/watch?v=TSr66GiQXPw ^ Besides the fact that I burst way too early, how am I?
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I will post my mu shennanigans soon. If I can find a match and remember to save it.
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Playing both sides, I can get a little info. 1.) never approach in the air unless you have a 236D covering you. Valk can just go for ~4k if it hits 2.) Never throw random things out when he has 50 meter. If he blocks that 6b start crying. 3.) Try to stop pressuring his little butt when he has 50 meter. Free 3008 for valk. And that's like, a 3rd of mu's health? 4) Consider it a godsend if Valk approaches from the air. Just punish the fool.
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Please notice this, I really want this to grow... ;_;
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http://pub46.bravenet.com/guestmap/view.php?usernum=3925468141 In "Website URL" put your dustloop profile link. That is all.
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http://www.youtube.com/watch?v=PKSFEj3g69o Glitch-tastic ^
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Some little tidbits. 1.) 236A Beats Haku's 4C, use that at start of match/round to punish crap. 2.) Approach. Hakumen gets paid to sit at the other side of the screen, and you have no tools for forcing him. 3.) NEVER USE STRUM WOLF BY ITSELF! You're just going to get anywhere from 3 to 6k damage slapped in your face. However, you can punish midrange whiffs quite easily with it. 4.) Learn where he presses the D button in your blockstring. Try and react, then punish. When he realizes you're doing something differently, he/she's going to modify where they press D. That's it for now. Also, don't even try to counter an air-to-air j.C. It's just not happening.
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Agreed. U: On a completely unrelated note, I got 3rd in my first blazblue tourney ever. I have proof.
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(as a valk player) once you have curse, All Valk needs to do is wait for the B bug, IB it, then go to town. That's where almost all the retardedness spawns from. (at least what i've seen) Also, if you want Valkenhayn experience, I'll take a couple friend requests, because I need exp. on the other side of the matchup.
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Yeah, you should. If there are no GOOD Japanese Valks, then you do not have a different playstyle to reference off of.
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Match 1 vs. Tager:Here Match 2 vs. Tager:Here Match 3 vs. Arakune:Here Match 4 vs. Arakune: Here The Valk is myself, placed 3rd in this tourney and got a harry potter game for a console I don't have... How'd I do?
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I'd like to post a thread that will draw people to litchi, albeit her high execution barrier, make simple combos that can be done easily. TERMINOLOGY: [m] Means you start the combo with the rod. If it has no [m], you start with no rod. 41236D~X means press X in the middle of 41236D 6d[1] means you only do one hit of 6d "A" Move combos: 5a > 5b > 6b > 5c > 2c > 3c > 236a > 236b > 236c [m] 6a > 5b > 2c > 41236D~A > Dash > 2b > 2c > j.b > dj.b > dj.c > dj.236b > dj.236c "B" Move combos: [m] 5b > 5c > 6d[1] > 41236D~B > 5b > 6b > 5c > 2c > 3c > 236a > 236b > 236c [m] 5b > 5c > 3c > 41236D~C > j.b > dj.b > dj.c > j.236b > j.236c [m] 5b > 2c > 632146D [m] 5b > 2c > 41236D~A > 623d > 236a > 236b > 63214a > 5a > 5b > 6c > 3c > 236a > 236b > 236c "C" move combos: 3c > (5c j.b j.c dash) x3 > 236a > 236b > 236c This is a WIP, post at will for easy combos
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Since nobody's posting, I'll post some useful tidbits. DON'T GET MAGNETIZED This is a given for every single tager matchup. Valkenhayn may still have wolf form xC, but that won't really help for long. Tager can also... Atomic collider (whiff) 360/720/1080 You NEVER see this coming. You're just fine and dandy in the air, Tager sucks you back down to earth, and then does one of the above three options. Also, if tager hits the atomic collider, you fall into a combo. Gadget Finger (Whiff) 360/720/1080 This only works if you roll away/towards tager. It seems simple, but this can suck your health away. If you keep rolling, you're going to get 360'd again and again. But what can you do? 5C This is a great option against tager. Combos into 236C on CH, and combos also into 632146D. Also, it's a stupidly long-range poke. Block mixups If tager isn't THAT 360 happy, you can do some really nice blockstrings. Blocked 236C > 9D ... .) j.a xn j.b 5b (sets up for combos) .) j.a xn j.b 236D (2k grab, he'll be blocking) .) j.b j.b 236B j.236A (Creates distance, which is nice against tager) I'll post more as I research more.
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xx > D Bug > j. 6C etc. Second D Bug won't land, I don't know what I'm doing wrong
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For some reason, I when i do j.6c j.236c+d the D Bug never connects. Is it me cancelling j.6c too early? Or is it just releasing D too early?