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Mengjun

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Everything posted by Mengjun

  1. I dunno, it seems like the 214A > 5A link was removed in the last version, so I think the 214A > 214B > 2C loop is optimal.
  2. Chains are causing enough troubles as is, indeed ^^ *Looks at Kojirou's 6A(1 hit) > 2C loop.*
  3. Makes sense, but it's pretty weird. Makes it pretty bad to put links in blockstrings, even when using "frame advantage".
  4. Fixed that, and the Changelog page. EDIT: Lol, apparently the jump startup has a smaller hitbox or something. Daigo's jab whiffs on Rouga during jump startup o_o.
  5. Did some testing myself, on the wiki it says that 6B is +5 on hit/block, but the jump test seems to suggest that 6B is completely neutral on block. Tried Fraps recording as well, and it seems that there are some (3?) weird frames in 6B's recovery that look a lot like Daigo's idle animation, but are not. Considering that, 6B might actually be +2 on hit, explaining why 6B won't link into 5A. Also, is it me, or does the game react weirdly to trades? EDIT: "KojiroU" should be "Kojirou" right? (on the wiki)
  6. v1.05b changelog: ■ネットワークモード ・UPnP(自動ポート開放)機能を追加(※お使いの機器によっては対応していない場合があります)。 ・特定条件での同期ズレを修正。 ・トレーニングモードを行った後にネット対戦を行うとラウンドが終了しなくなる不具合を修正。 ・ステージが聖城学園 広場固定になっていたのを修正。 ・特定操作を行うとゲームが動作を停止する不具合を修正。
  7. Kojiro looks like an interesting character. Probably (1h of testing, so don't take my word for it) low damage potential, okay mixup potential (potential instant overhead with j.623X, but can't be used in blockstrings), some ridiculously unsafe moves, 5D/22D makes up for that though. EDIT: Crap, forgot I was the last one who posted. Sorry for the double post, folks.
  8. They're on fire... v1.05a is up too. Changelog: ■ Network ・対戦募集しているユーザに接続した際のタイムアウトを設定。 ・ロビーサーバとの接続に失敗した際のエラーメッセージを表示するように修正。 ・対戦募集した状態で対戦募集しているユーザーと対戦した場合に起こる同期ズレを修正。 ・ロビーサーバの安定性を向上。
  9. Okay, there apparently is a way for Burai to throw someone, and get full damage on the following combo, but it uses (what I hope is) a bug, and the timings pretty strict. (Tested in training mode with all block on.) When you throw an opponent, press 5D just before Burai hits him. The hit will be cancelled, his dash will come out instead, and you have barely enough time to followup with a 5B. In the corner, you can use 5B directly instead of a 5D, or even another throw... leading to an infinite loop of throws in the corner. (That does no damage, btw.) EDIT: Wait, just realized that this game had a throw tech, so an infinite loop of throws doesn't really make sense >_<.
  10. If the v1.04 update fails, try deleting the Thumbs.db in your BBBR folder and try again. Worked for me.
  11. I found this weird Erika potential corner mixup the other day. After something like ... 5C > 2C > 6B > [63214C]x3 > 623B(whiff) in the corner (or anything ending in [63214C]x3 in the corner, for that matter), dashing forward will sometimes cross-up, and sometimes not. Can't really seem to control yet when which is happening, but it seems like an interesting idea to me.
  12. Trying to interpret what Google Translate gives me, just tells me that Erika's BBB glitch (last hit not being shown on combo counter) has been fixed. But I do think all the combos for Erika on the wiki are actually v1.02 combos.
  13. 214A > 5A and 214B > 5B/2C were always extremely hard for me, I remember, so I'm pretty sure those were 1f indeed. Had a little easier time with the 214B > 5A link, which should be 2f I believe.
  14. Apparently v1.04 made links a lot easier to perform: I can do the 2C xx 214A xx 214B > 2C and 2C xx 214A > 5A links on Rouga pretty much consistently now, and I'm sure those were 1f links before. This should make the 2C xx 214A > 5A xx 214A xx 214B loop BnB material for Rouga ^^
  15. I like that idea too, but Kinako and Daigo have something similar to that already. I'd prefer the current system though, it gives Heita a unique special mechanic. Sure, there are some issues with it right now, but I'm sure that after a couple of iterations, it will turn out just fine.
  16. Burai's j.C > 5B > 6B > 2B > 5C > 6B > 5C > j.B > j.C already does 3.8k to Senna anyway, for way less stamina. Also, looks like I missed a line in your original post. Damage isn't the only factor that determines whether a character is good or not. Also important are for example range (Burai, Rouga, the more heavy-hitting characters are also the ones that don't have as much range as most other characters, and Agito, who doesn't have high damaging meterless combos, has superb range), effective health, mixup and pressure options, to name a few.
  17. I like the idea itself, it's just the fact that Super 623D can combo into itself (and its pretty absurd damage) that breaks it imo.
  18. Well, 6B uses a bit of your stamina gauge every time you use it, and when you run out of stamina, you lose like half of your moveset for a little while, so it doesn't seem like a very good idea to actually do that.
  19. A loose translation, based on Google Translate and my own observations: + Agito gets one more percent of combo damage reduction per hit. (2% -> 3%) - Yamisaki does less minimal damage. (1652 -> 1452, still very good) + Chainsaw gets minimal damage. (196) - Boomerang gets cancelled when you're hit. + A new move, Stab Trap (22C) is added. - j.B's untechable time is nerfed to that of j.C.
  20. ... da f? Doing 2C > BBB with Daigo causes him to freeze... EDIT: Agito lost (edit2: a bit of) his godlike Yamisaki damage, as expected... ...and his j.B > j.236C juggle. =/
  21. I use a couple of tools to determine damage/proration values: Cheat Engine, Fraps (or some other screen recording software), and VirtualDub. The latter two are used for determining the damage of fast multi-hitting attacks. Determining damage/proration values: First note that the damage values are the values before any of the damage scalings are applied and that the first hit on a full-health character always hits for 100%. This is the observation that we use to determine the damage values.1. Start up BBBR, and go into training mode with the char that you want to get damage/proration details. Manbou is the best dummy for the job, because of his constant defense modifier of 100%. Wait until the round is started. 2. Start up Cheat Engine, set it to monitor BBBR.exe, and then look for the Health, Combo proration, and Move proration variables. 2a. For Health: start by searching for the value 10000, then switch to BBBR, hit the dummy with say a 5A 5B 5C, and pause while dummy is still in hitstun. Select "Decreased value" in the dropbox, and then press "Next scan". Two memory addresses should remain. Monitor the green/top address with the correct value in it. (And change the description to "Health" for convenience.) 2b. For Combo/Move: Make sure the game's unpaused again, then start a new scan. Search for the value 100 this time, then switch to BBBR, hit the dummy with a 5A 5B 5C again, and pause with the dummy in hitstun. Select "Decreases value" in the dropbox, and then press "Next scan". Again, two memory addresses should remain. This time, one will have the value 91/94, this is the combo proration variable, and one will have a considerable lower value. That one is the move proration variable, and the one we're interested in. 3. With that set up, now we can start finding the actual damage and proration values. For example, suppose you want to find the damage and proration of 5C. 3a. Hit the dummy with 5C (pause during hitstun for convenience). 3b. Read off the Health and Move variables for the damage and proration. 3b*. For multihitting moves, do the same as above for the first hit (pause during the hitstun of that first hit), and write down the combo damage after the 2nd hit, 3rd hit, and so on. If you can pause at the right time, use this to write down the proration values as well. If hits follow each other really fast, record the move with Fraps, and then do a frame-by-frame analysis using VirtualDub. 4. Now that you have all the move and proration values, we can now determine the proration type. Again, suppose that you want to find the proration type of 5C. 4a. Find a move X that combos into 5C, and that has a proration that is not 100%. 4b. If the proration after X > 5C is equal to the minimum of that of those 2 moves, then it is fixed, if the proration is less than the minimum, then it is relative. 5. Finally, we need to determine the minimum damage values of supers (NOT Big Bang Breaks). Typically, it is a fixed percentage of the unprorated damage that the super does, but this percentage depends on the character. 5a. If it's a super that combo's into itself, put on infinite meter and spam that super, and try to read off the minimum damage after a while. 5b. Otherwise it's helpful to turn off dummy teching, turn on jumping and do a 5A juggle until you see it does only 1 damage per hit (after 34 or 50 hits, depending on the character. It might be helpful to switch from Manbou to say Senna for this because of this reason), then connect the super (and record it using Fraps). Sometimes you might encouter a case not covered here though.
  22. Hmmm... (during Big Bang Mode) [214C(1 hit) xx 41236D(1 hit) xx]x15 214C(1 hit) xx 41236D Sure, the combo used was tool-assisted, and started off a rather impractical starter, but still... (Actually, it might be possible to do this by hand, I can get the 41236D(1 hit) xx 214C with some consistency, but not quite enough to do that 16 times in quick succession.) A much easier version (letting 41236D hit up to 5 times before cancelling) still gives a lot of damage (~6000), and can be confirmed into with for example j.C > 5B > 5C > 6B > ABC, without affecting the damage of the loop too much. EDIT: Never mind the impracticality of the starter, the following combo will still kill Sanzou: j.C > 5B > 6B xx ABC > [41236D(1 hit) xx 214C(1 hit) xx]x16 41236D
  23. I'd say do whatever fits the set of combos that you have. If you have a lot of combos that for example work on 1 character only, it wouldn't make much sense to create a header for each one of those, right? EDIT: Why do I tend to miss the first post on a new page? =/ EDIT2: Kay, added some more combo's for Agito, and changed the notation of TSHKN's combo's a bit to match the notation used elsewhere on the wiki. EDIT2.5: Changed TSHKN's combo's a bit for a liiiittle bit more damage.
  24. No problem, I'm starting to like the character myself ^^ Anyway, reporting wiki changes made today: - Updated Rouga page layout to match the template more. - Added Erika's damages and prorations. - Added all of Agito's moves, descriptions, damages and prorations.
  25. Been playing around with Agito for a bit, and since the v1.03 minimum damage for supers, 623D does a minimum of around 1.7k (EDIT: Actually, it's 1652). So comboing into 623D is pretty damn good for damage now. Maybe a little too good? Sample combo (4105 vs Ren/Sanzou, 4512 vs Senna) a.C 2B 5C 2C j.C a.D (h)j.C a.D (land) 623D
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