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Everything posted by Yannick
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Wow, I'm the most slow. Definitely didn't even notice we had a data thread. I'm like 0 for 3 today. I need a beer.
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Damn, I'm super slow. Thanks guys. :D As thanks for everyone answering my questions all the time, I'll post a damage chart for all of Liz's moves tonight. :D P.S. - Yeah, the math isn't coming out consistently across the numbers we have so I'll keep trying to see what I can find. Gotta grind out her movement and Garudyne stuff, though. So much exploring with this character! P.P.S. - Eff it, I don't wanna have it come down to later tonight and then I forget and look fraudulent. Here goes. I've tested everything multiple times for accuracy, but if you spot any mistakes or something doesn't look right, please let me know. I was thinking about adding values for Awakening, Counter and Fatal Counter, but I really have to work on some gameplay stuff with her, so I may come back to that later, but I don't think it's that necessary. How to read this jank: Since most of Elizabeth's moves are multi-hitting, I've provided data on all hits for every move. For a move with the following data: Command x, +y (a/b), Command is the command for the move or the name of the move. X is the damage done by the first hit to connect, meaning that if you miss with the first three hits of a ten hit move, the first hit you connect with (the fourth hit of the ten hit move), will still do the damage listed by value x. Y is the damage done by all subsequent moves in a multi-hit move after the first hit has fully connected. A is the maximum number of hits that the move yields. B is the maximum damage that the move yields upon connected all hits. The autocombo information follows the same format, but are slightly different. The second and third steps have a pipe (|) separating two sets of data. The first set of data is the raw data for that step in the autocombo not counting the previous step(s)--for instance, the first set of data for 5AA would be the numbers applied if your opponent blocked the first step of the autocombo, but did not block the second step. The second set of data is total data for the autocombo up to that step--for instance, the second set of data for 5AA would be the total data for the combo up to that point. I hope that made sense. Also, for Maragidyne, some numbers are in parenthesis. The parenthesized numbers indicate that a multiple hits occur that carry the same amount of damage. A reading of 500, +100, +50(2), +20, +10(3) would indicate that the first hit does 500 damage, the second hit does 100 damage, the third and fourth hits do 50 damage each, the fifth hit does 20 damage, and the last three hits do 10 damage each. This example uses an eight hit move. Don't forget that if you miss with the first three moves, let's say, the move will only score five hits maximum starting from the fourth hit, but the damage calculation starts at the first step instead of at the fourth step. Normals 5A 200 5AA 100, +50 (9/500) | (10/470) 5AAA 120, +60 (12/780) | (22/873) 2A 160 j.A 200 5B 150, +75 (9/750) 2B 450 j.B 180, +90 (6/630) 5C 800, +400 (2/1200) 2C 600 +Fear j.C 1275 5D 900, +450 (2/1350) +Fear 2D 0 +Poison j.D 900, +450 (2/1350) +Fear Sweep 700 All-Out Attack 300 Maragidyne Weak 300, +163, +156, +148(2), +140, +132(2), +124 (9/1443) Strong 300, +163, +156, +148(2), +140, +132(2), +124 (9/1443) Skill Boost 300, +163, +156, +148(2), +140, +132(2), +124, +117, +109 (11/1669) Maziodyne Weak 180, +90 (10/990) Strong 180, +90 (10/990) Skill Boost 134, +67 (20/1407) +Shock Magarudyne Weak 200, +100 (11/1200) Strong 310, +155 (10/1705) Skill Boost 280, +140 (11/1680) Mabufudyne Weak 800, +395 (2/1195) +Freeze Strong 800, +395 (2/1195) +Freeze Skill Boost 800, +416 (2/1216) +Freeze P.P.P.S - Damnit, all my beautiful tabs are gone! I promise this was more organized! D:
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So I've been doing some experimentation with Ghastly Wail and it's maybe a little inconsistent unless I'm missing something. I may have missed something along the line, but I want to ask about this to see if it's just me. All of these scenarios are assuming raw Ghastly Wails--no comboing into or out of it. It seems that if you use Ghastly Wail on someone that isn't feared, you'll do 2.5K and fear them, which is how that's supposed to work. Now, it seems that if you use Ghastly Wail on someone who is already feared by any move other than Ghastly Wail, the super does 6.3K and removes fear, which is how that's also supposed to work. What I find weird is that if you use Ghastly Wail on an opponent that's under the effects of fear from a previous Ghastly Wail, the move only does 4.2K and the opponent remains feared. Using Ghastly Wail again on the same opponent will loop them through the 2.5K and 4.2K damage states. I thought this may have been just a training mode quirk (Awakening for 2P dummy was set to Never), but took it into versus and found the same behavior. Just wondering if anybody ever noticed that.
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Combo thread!
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That's why I kinda want some frame numbers so I can know good spots to IB into IK during poorly mashed blockstrings. :D I think I may just grind that out in some more common situations, but there are so many different strings all these characters have.
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CT. P.S. - Small update; I hope to compile this information once I've tested every situation thoroughly but I wanted to put this out here to show progress. 5B, j.B, AoA, Ziodyne, Garudyne, and Maragidyne all destroy regular projectiles. After destroying projectiles, those attacks still retain all original hitboxes, so you don't lose hits from any multihitting moves by destroying projectiles. As far as I can tell, projectiles are destroyed during all active frames of all moves listed. I still need to interact with EX projectiles and supers.
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Surprise! You don't.
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Wow, Elizabeth really IS like CT Hakumen. o_0 Can't wait to grind out some of this research with her when I get home.
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So I guess Elizabeth also has moves that destroy projectiles? Unfortunately I'm at work right now, but I wanted to pose this question for people who may have answers in the mean time. Do people know which moves interact with and destroy projectiles? Furthermore, are all projectiles (barring supers) destroyed or just a particular subset? I've just realized that the projectile game is something that nobody (at least that I've seen) has really talked about yet, so I may do some research on this when I get the time.
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Phew, okay. Just wanted to make sure I wasn't going crazy because I know I didn't make that combo up, hahaha. I know we don't really have proration values and combo rates yet, but do people know Elizabeth's really beefy starters? I'd imagine throw, 5D, 5C(2), and maybe Maragidyne are good, but because Elizabeth has so many multi-hitting moves that don't always land all hits, it's kinda hard to tell what has nice starting utility besides what you can usually guess from ArcSys games. It -seems- like Garudyne gets beefy damage, but I'm no combo technician, so I have a hard time judging these things without grinding out combo after combo with different starters. I actually wish I was more of a combo creator; Elizabeth is way too stylish to not be creative mid-combo.
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Everyone's going to have to work out their own way to pilot Garudyne at some point or another for this character (at least for now). There is good news, though. I don't have this down to any extremely high level of consistency, nor do I mean to dismiss anyone's abilities with this character, but if Chie is the hardest character for D. Garudyne, then Elizabeth won't have too much trouble. I've spent the better part of my time with this game just learning how to pilot all three versions of Garudyne against Chie and Yu (two characters I figured would be common enemies) from different starters. The heights matter, yes, and the timing of your cancel into Garudyne matters, yes, and the part of the tornado that hits first matters, yes, but once you learn the nuances of this move, things become much simpler. Garudyne has gotten to the point where I can visually determine whether or not a legit followup afterward will fail based on my spacing and timing of the tornado. I wish I had some equipment to kind of give people some visual hints, but all I can really say is to learn the physics of the move. From what I've been experimenting with, you can adjust the timing and spacing of Garudyne significantly and still follow up properly depending on how you pilot the tornado and move your opponent around on top of it. Once you guys grind it out, I'm sure you'll find this to actually be the more fun part of her combos. Also, not sure if I was just seeing things, but I thought there was combo as follows under the mid-screen normal starters on the first page: 5AAA > D. Garu > 5A/2A > (5B) > 5C(2) > 2C > B. Bufu > j.C/SB Zio If it was removed because of doubts regarding its practicality, I've been churning it out for the past two days, so it seems legit with the training dummy set to tech out in all directions, and against CPU, netplay, and local opponents. If it was never there, my bad, and if it was there and removed for some other reason, sorry for not knowing why it's not there. Coulda swore I saw it there, though.
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I wonder; will Garudyne be what separates the men from the boys for this character? I'm wondering if it will be that integral to her gameplay later on down the line as well.
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Posting up to revive this thread just like ROC has revived its interest in BlazBlue! A small contingent of players has emerged with serious interest in BlazBlue and a few joined me for the trek to Toryuken! during May of 2012. We had a total blast and made a ton of acquaintances from the Hamilton and Toronto areas. We're looking to be about 5 players deep so far, but our players are also getting geared up for Guilty (....!) and the summer should prove quite productive for travelers to get some experience. Hopefully people aren't bluffing about interest in the game this time, so please post if you still play and send me a PM if you have any questions. Thanks!
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Just a quick reminder that the tournament is THIS weekend! Please come out to support your local BB community!
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Just a reminder that the CStorm tournament is THIS weekend! We are also doing BlazBlue ranbats for Rochester tonight at RIT starting at 8:00 p.m.! Please send me a PM if you need details.
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Welcome to Western New York's home for monthly BrayzaBr00 action! Every month, the Cyberstorm Gaming Lounge--housed in Rochester--will be hosting BlazBlue: Continuum Shift II tournaments for all of Western New York to attend. Syracuse, Buffalo, Oswego, Albany, and every corner of the state is welcome to come through and have fun playing everyone from different towns. Every so often, we may add some spice to the mix by having some different tournaments other than standard singles events. All the news regarding the next event and format will be right here in the first post. Venue Details: Cyberstorm Gaming Lounge 3047 West Henrietta Road Rochester, New York 14623 (585) 427-2190 Venue Fee: $5 Entry Fee: $10 Sign-ups: 12:00 p.m. Bracket: 2:00 p.m. First place: 60% Second place: 30% Third place: 10% ** Payout typically follows this pay schedule, but differing event size may pay down to a higher amount of players. September 10 -- Singles Format: Fall is here and we're blazing ALL the blues at Cyberstorm with the return of BlazBlue: CS2! Experience the finest mix of strategy, dexterity, and depth that the modern fighting scene has to offer; please tell as many of your friends as you can and come out to support the community! JUST BLAZ! Format Details: The tournament is a singles format tournament. All rounds will be best-of-three with Losers Finals, Winners Finals, and Grand Finals being best-of-five. Double blind picks may be called at the beginning of a set. Only the loser of the previous round of a set may change their character. The winner may not change their character. The time limit is set to 99 seconds. The stage and music may be selected by the players. If you have any questions, please feel free to post or PM and I will be happy to help out. Hope to see you soon!
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Hey, everyone! Great news! Cyberstorm is getting right into serious BlazBlue action THIS WEEKEND! Please visit our thread over on Shoryuken.com to get more info: http://shoryuken.com/forum/index.php?threads/bb-cs2-cyberstorm-monthlies-rochester-new-york-next-event-september-10.132622/ Also, we have a thread locally here on Dustloop: http://www.dustloop.com/forums/showthread.php?12400-September-10-2011-Cyberstorm-Monthlies!-Rochester-New-York&p=1127105#post1127105
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Sorry, didn't see any responses for about a month, so I stopped checking. Monthlies for BB:CS2 will be starting in September in Rochester. A BB:CS2 exhibition will take place on the 13th of this month for anybody who wants to come out and just play. I'll post details soon.
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Challenge six can be kinda hard. Challenge seven seems really hard at first, but is not nearly as bad. I'm coming back to BB from a few months off to play some other games and WOW I wish I hadn't stopped because everything seems so much harder than before... For challenge six, this is kinda difficult to explain. First of all, dashes make the challenge easier (easier to land the hits, harder for the actual execution), but are not required by any means. Try changing the timing on the falling C to be just a tad later; this way, you can be closer to the ground earlier in the stun and can start your 6A that much sooner. For challenge seven, I know for a fact that you just need to adjust the timing on your 5C. I had this problem for about a half hour when I was trying it. Let Bang fall juuuuust a bit more before you go into the 5C and make sure you don't delay the cancel into Mami at all. This combo can be kinda silly just because if the timing is off even slightly not only will it not work, you can actually cross under the opponent for some pretty silly looking whiffs. :D
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This thread is designed to help BlazBlue players in Western NY get together. Rochester has been slowly trying to amass enough interest in BB:CS to attend local gatherings, local tournaments, and out-of-town tournaments. Some groups of players may be playing with different groups without a central means to connect these different groups. Cities like Syracuse and Buffalo may also have small (or large) groups of players that don't have a central place to meet, discuss, and plan. The group of Rochester players that I personally play with are just getting into the more in-depth nature of ArcSys, so Guilty Gear isn't terribly popular at the moment, but may catch on with further development of technical skill and more interest in 2D fighters. Overall, the group has good potential and, most importantly, they don't rage. Everyone here loves playing and looks forward to when we can all throw down for a few sets against each other. Rochester players will be playing locally once a week all summer long. Once enough interest has been gathered, I will be planning a BlazBlue tournament series that will hopefully bring in some talent from the surrounding cities and educate everyone in the region about their current state of BlazBlue. This thread will be updated often with all the information anyone needs to know regarding fests and tournaments as well as information regarding players and their locations. If you reside in Western New York and play BlazBlue, even casually, please post and let people know that you exist! Don't forget to check back here for updates and more information.