Mengjun
Members-
Posts
64 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Mengjun
-
*looks at Daigo's page* That's the template right? Mind if I start to change Rouga's page according to that template?
-
Yay, finally got my hands on this game today. Characters I like so far are Rouga, Daigo and Kunagi ^^ Also, after trying to troll the AI with Mecha Heita's Heita Collider, I found something rather interesting, and made a quick vid about it.
-
Discovered some Rouga 214C/D range based (edit: damage) peculiarities in the demo, added those on the wiki. I'll just assume for now that that isn't changed by now ^^
-
Stop making me jealous D=, it's gonna be a day or 2 or 3 before I receive my copy of BBBR. Anyway, I think I have figured out how to deal with wikia now. Now there are like 4 useless pages lying around though... =/
-
Not exactly true, unfortunately. The combo scaling mentioned is just one of the parts of BBB:R damage scaling. BBB:R also has a move-based proration system (like the one found in BB, GG, or, even closer, Melty Blood). For example, while you can combo after Rouga's Wild Fang super, because of its 30% relative proration, the combo that you do after that is severely reduced in damage. Of course, that's Rouga's most extreme example, but there are moves that you generally want to stay away from early in the combo, if you don't want your damage to be reduced too severely. This is also the main reason why your BnB does so much damage, none of the moves (except for the finisher) involved have relative proration, causing the move-based part of the scaling to never drop below 60%. About the damage scaling system, I've been preparing a write-up of it, but wikia has been less than cooperative. I'll post it here for now. Damage Scaling There are three types of damage scaling in Big Bang Beat: Revolve; one coming from the number of hits you did in your combo ("combo scaling"), one coming from the specific moves that you did in your combo ("move scaling"), and once coming from the health modifier of the character on the receiving end of the combo ("defense modifier"). Using these three scalings, one can calculate the percentage by which damage is scaled at anytime during the combo as follows. Scaling = (Defense modifier) x (Move scaling) x (Combo scaling) (in this particular order, since after each multiplication, the result is rounded down to percents) Combo Scaling The first hit of your combo will do full damage, after that, the damage reduces by 3% per hit. So the eleventh hit of your combo will only do 70% of its original damage, and from the 35-th hit onward, the effects of this combo scaling alone already cause the damage to be reduced to 0% (from which point onward, all your hits will do 1 damage). Move Scaling Most of any character's moveset will scale the damage of subsequent hits by themselves as well, on top of the scaling described above. In this respect, there are two types of moves. The first kind of moves has what is called "fixed proration". This means that the scaling will be forced down to the move's proration, if it was higher, else the scaling stays the same. The second kind of moves has what is called "relative proration". This means that the move's proration always affects the scaling, no matter how high/low it was. Example: Let's look at some of our main character's, Rouga's, normals. 6A: 90% relative 6B: 70% relative 5A: 65% fixed First, suppose Rouga does 6A 6B 5A 6A. 6A: full damage 6B: 90% damage 5A: (90% x 70% =) 63% damage 6A: (min(63%,65%)=) 63% damage If we reorder the moves a bit, like 5A 6A 6B 6A, then the result is as follows. 5A: full damage 6A: 65% damage 6B: (65% x 90% =) 58% damage 6A: (58% x 70% =) 41% damage So while the same moves are used before the final 6A, the difference between relative and fixed prorations causes the damage of the final 6A (and possible followups) in the two strings to be different. Defense Modifier Every character in the game has the same amount of health, namely 10000, but will be less (or more) susceptible to damage, depending the character, and on how much life he has left. Details are in the following table (for the demo for the moment) Format: [10000] - [9999 - 7500] - [7499 - 5000] - [4999 - 2500] - [2499 - 0] (est. eff. HP) Ren Idagawa: 100 - 80 - 80 - 78 - 75 (12788) Mizayato Gundan: 100 - 85 - 80 - 85 - 70 (12578) Rouga Zanma: 100 - 85 - 85 - 85 - 85 (11764) Senna Kyoudou: 100 - 100 - 90 - 87 - 85 (11091) Kunagi Tenrou: 100 - 90 - 90 - 90 - 95 (10962) So Rouga will receive 85% damage from attacks, during the entire round (except the first hit), and Erika Mizayato will receive 70% damage when she's almost dead. EDIT: Oh, and if there are any comment, I'd love to hear them ^^
-
Made a very minor edit on Rouga's page: Changed it so that 214A has its own editable section too, like the rest of the specials. EDIT: Damage system is silly, no matter how you combo, from the 35th hit onwards, everything will do 1 damage. That... certainly voids the damage on infinites, but it's a rather silly way to do it like that. EDIT2: Forgot to put on the wiki that 214 is an overhead, silly me. EDIT3: Failed pretty hard at making a new page =/ Trying to edit it seems to bring up an admin-restricted layout edit thingy. EDIT5: Added damage values and proration values for all of Rouga's moves. Knowing Rouga's Big Bang Break's first hit does 1 damage, helped me a lot while finding these ^^;
-
Adding some information to the Rouga section as well. - Indicated which moves are air unblockable. (That's uh, anything that's not one of the following: an aerial move, 6B, 236A/B/C, the tip of 214C, or 41236ABC) - Added some B-Dash peculiarities when specials are blocked. - Added behaviour of specials on block. EDIT: Oh, made the layout in the specials section a bit more consistent, while I was at it.
-
True, true, that's the very reason I haven't been able to actually do the combo in its entirety yet. From the part that I have been able to do once in a blue moon, the damage seems pretty promising though. Though it's quite early in the combo, so it's kinda hard to tell =/ EDIT: Hmm, programmed the combo in AutoMacro, and it confirmed that it does work. Its damage is not too shabby either: 4326 on Ren, 4971 on Senna. But yea, the 214A -> 5A links make it a pretty impractical combo.
-
Nice find, although it's "just" a single overhead combo, since j.214A can be blocked low. I *think* I have an improvement of Mr. Cartpusher's combo, but I'm not entirely sure. Every single element of the combo seems to work, but I myself lack the execution to check whether the complete combo works or not. 9C 2B-5C-2Cxx214A 5Axx214A-214B 2Cxx214A 5Axx214A-214B 2Cxx214A 5A-5C j.BAB j.214A All the 214B's are delayed.
-
Yea, I wonder what meter is going to do for Rouga, with all the damage he can do without meter. Anyway, I think I found another link for Rouga, 214A to 5A (aired dummy). So far I got something like 2C 214A 5A 214A (delay) 214B to work.
-
Same for me, sorry =/ Since 2A doesn't actually hit low, wouldn't 9C > 2B > 5C > 2C be a better starter? Should give you lots of extra damage as well.
-
Like Cartpusher said, it seems it has something to do with how many bounces there were in your combo. After 3 bounces, everything afterwards will whiff. Senna's 623C > 623C is a good example of this. Although it looks like it should hit four times, each of the hits of 623C causes a bounce, so the fourth hit will whiff. EDIT: Guh... Senna has an infinite too, it seems, [j.B (delay) j.C]xN Fortunately though, this seems to require a standing Ren, *maybe* also a standing Rouga.
-
Hmm, would this be a Rouga infinite? (I lack the execution to do this myself, sadly =/) 5B > 5C > 2C > 214A > (214B > 5A)xN Max I got myself, is three 214B's, but it's looking like this could be an infinite. EDIT: Never mind, question's answered already ^^
-
Found that you can replace the 2C > 6A > 6B chain in these combos with a 2C > 214A > 214B linked into a 5A, for a bit more damage. The link's pretty tough though =/ Plus, 214A combos into 214C as well.