Mcgreag
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Mcgreag replied to Anne's topic in BlazBlue Gameplay
That's not strange as it's actually higher vertical resolution than 1080i. Unless you happen to have a CRT 720p should always look better. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Mcgreag replied to Anne's topic in BlazBlue Gameplay
The frame data claims he didn't have it but wouldn't be the first time there was an error in it: http://www.dustloop.com/wiki/index.php?title=Hakumen_Frame_Data_%28BBCP%29#Revolver_Action_Table -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Mcgreag replied to Anne's topic in BlazBlue Gameplay
Comparing it to the frame data for CP Nu lost her j.C throw cancel and Carl, Relius and Hakumen gained j.A throw cancel (assuming you tested everything correctly ) No other changes. -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Mcgreag replied to Anne's topic in BlazBlue Gameplay
No it's pink until 6 frames after they exit hit/blockstun. Hazamas j.A has 8 frames recovery and 12 frames of blockstun and 14 frames of untech time. With a 7 frame air throw you would need to delay it 3 or 5 frames after recovery to get a green throw depending on if you did it from a blocked attack or a hit. -
Lots of new items in Extend, here are those that I got so far: THE GLAPPLER [Rare 1] - Increased throw damage (and yes that's how they spell it ). HARD GRIP [Rare 1] - Something about green throws but my testing haven't showed anything different. THE BEAUTY [Rare 1] - Opposite gender opponents do less damage. POWER OF MONEY [Rare 1] - Increase Attack and Defense based on the amount of reward you have collected. THE UNTOUCHABLE [Rare 1] - Throw Reject time is increased. CHICKEN HEART [Rare 1] - Half damage, double defense. THE ENTERTAINER [Rare 1] - Winning rounds with DD, OD or AH will give significantly increased health regain (AH gives 75%) HEAT DRIVE LV1 [Rare 1] - Activating OD gives 25 Heat HEAT DRIVE LV2 [Rare 2] - Activating OD gives 50 Heat HEAL BURST LV2 [Rare 2] - Bursting heals you around 20% GIANT KILLING [Rare 2] - When your HP falls below 30% your heat is set to 100% and your burst icon instantly recharges. Gold aura has been changed to +25 to all.
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With the 22 > 5C route in the corner gone are there any reasonable chargeless corner extender that a scrub like me can do (that means something easier than the delay 22 > 5D > 6C thing)?
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Mcgreag replied to Setsuna's topic in Misc Fighter Central
There is another way that increases you damage which might be even more likely in this case. If you are in power up mode from a neutral burst you do more damage. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Mcgreag replied to Setsuna's topic in Misc Fighter Central
Maybe you activated Potential? Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead. Or you might be using some assist that increase damage, I know Tatsuyas 6S supposedly do so and there might be others as well where it's no documented yet. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Mcgreag replied to Setsuna's topic in Misc Fighter Central
Play recorded matches are done under the "Special" menu for some reason. Or was it input recording in training you meant? -
Looking at the hitboxes it seems like it should not be possible. The vertical hurtbox for 2A is slightly higher than the vertical hitbox of 5B. Of course 2A does have faster startup so if you hit them at the exact same time it will win.
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The CP frame data does not include projectile level but in extend it was just a level 1 projectile. The present did not exist back then but I would assume it level is more than 1. That would mean the projectile level of the dive auro was significantly increased in CP.
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For the combo part I think what was mainly missing other than the crouching stuff that Kiba mentioned was more book charge using combos other than the 236D side swap one. Doesn't have to be anything complicated, just stuff like the Throw > 22[D] > Dash > 6CC > 236C > 214B > 22B and the corner 5BB > 5CC >22D > 6CC > 236C > 214B > 22B (or the slightly more advanced one with the 6C > j.D > j.C > 5C part). Basically just some examples of how she can use book charges to increase damage.
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Ah I thought it was 214B that was used, missed that it used a book.
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So with the ability to launch of standing hit what's the advantage of of getting a crouching hit going to be? I mean just being able to add 6B is not much of a bonus.
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Not sure but by the looks of the video it seems that they reduced recovery of followup 214B. 236B 214B 5C worked. They must also have reduced the startup of 236C as 5BB 5CC 236C worked.
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Some sort of change logs have been posted: http://www.famitsu.com/matome/bbcp/ver2_6.html For Tsubaki: ・C審技・閃ク壱ノ撃が当たると裏周りに、D審技・閃ク壱ノ撃はガードさせて有利 ・D審剣・光ヲ断ツ剣がヒット時のみジャンプキャンセル可能(派生版は不可) ・派生版と通常版の必殺技を別技扱いに(同技補正が適用されない) Think the first one is that 236C do cross over and 236D does not. Second one is something about 214D being jump cancable on hit but only raw 214D not follow up versions The last one I have no idea what it's supposed to say (I speak very little japanese, mostly using google translate here)
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She also recived some serious hit/hurtbox nerfs in extend (almost every single attack was touched) which as far as I know was never reversed. Example: 2A CS2 vs Extend
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You only need 4 buttons for BB (outside of training mode) so basically select 4 buttons that are easy to reach and ignore the rest. The images of the link page shows which 4 buttons people mostly use, 3 in the top row and one in the bottom row.
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It's not like to do 5B > 6C when you expect the 5B to be blocked or even if you expect it to hit. You do it when you think you will get a CH.
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It is the jabs that are the big difference between SF and BB I would say. In SF starting with a jab and or doing multiple jabs early in the combo might not be optimal but the difference is not that big. But in BB, especially the latest version jabs are really bad combo starters and if you are not hit confirming and start with 2-3 of them the damage is going to be very limited. For most other normal attack starters the difference is not nearly as large (there are of course exceptions). Post the jabs if you have a choice of 2 different attacks that will both lead into the same followup one of them might result in more damage but difference is in general going to be less than 10% of the total combo damage. To me this is how it should be, why should you get good damage from mashing 5/2A? Attacks that are not only fast, but cancel into itself on wiff and mostly safe on block (if nothing else it will always lead into a block string with mixups
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I seem to remember there being something in the change log when CP was released about reduced hit boxes for air throws (in general not just Tsubaki). But I can't say for sure.
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BlazBlue Question Thread - Ask your questions here!
Mcgreag replied to KayEff's topic in BlazBlue Gameplay
The frames where a move can be counter hit is different for every move. In the extend framedata there where a column for how many frames the move where in counter hit state but that column has been removed for some reason for the CP framedata. In extend the general rule where that around halfway into the recovery it stopped being CH. But for some moves CH ended almost directly after active frames while for other CH extended until recovery ended. They probably made changes to these number but hard to tell exactly what when they are not in the published framedata anymore. -
It's not so much the size as reliability, micro-usb is designed for double the amount of connect-disconnect cycles compared to mini-usb and moves the parts that are most likely to break from the device to the cable so it's cheaper to replace if it breaks. Micro-USB has been the official small connector since 2007. If you have a reasonably new mobile phone that is not an iphone then you already have a micro-usb cable.
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Blazblue Calamity Trigger is on Steam.
Mcgreag replied to BlackYakuzu94's topic in BlazBlue Gameplay
While the console versions of the game might take some work to port the arcade version are extremely easy. An arcade today is a pc and arcade games run on a normal pc as they are. Just need some interface updates. -
I haven't tested anything but looking at the Extend hitboxes it looks like 2D is just a few pixels higher than just crouching. So most moves that wiff on someone crouching should wiff 2D.