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Everything posted by rtl42
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A revision of the Axl frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info are listed as follows: 2K: Changed Guard to "LF". Added footnote to Normals table: "Note: Startup value in [ ] indicates Startup of the weapon's tip." Rensen Geki: Changed SD to -14. Kokuu Geki: Changed Recovery to "landing 12". Shiranami no Homura: Changed Guard to "HLF x2, A". Rensen Ougi: Midare Gami: Changed Level to "5". Changed Guard to "HL". The footnotes showing observations that were undocumented in the mook were merged into the Comments of their respective attacks. Several move names have been re-named as per the English version AC or XX manuals, and were checked against the Japanese GGXX wiki. Most changes are minor; the only noticeable one is that Housoubako is now Hachisubako (although I think people probably knew this already?). Incidentally, the English manuals consistently misspell his super as "Hyakue Renshou", even though the Japanese wiki clearly indicates it as "Byakue Renshou", so I've left it as Byakue Renshou. Gatling Table: Removed extraneous "5" notation for neutral attacks; renamed columns. Removed 6P-P, 6P-2P, 2K-H. j.S-j.D. Added 3P-6H, c.S-6P, c.S-6H. If there are any questions or comments about the frame data, feel free to post here or PM me. Otherwise, this thread is just to let the Axl forum know of the revision, so please don't post off-topic.
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some players actually suck, but don't forget that not all recorded matches are from tournaments, some are from casuals, so people will be more likely to screw around and maybe try something out that they wouldn't have tried in a tournament match. also, even if a Hakumen player is "good", they'll look like garbage if their opponent is much better (as a player) and outplays them the whole match. maybe you've been accounting for that, but just in case you haven't, i thought i'd post.
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(May mods, if this post is out of place, please let me know and I can move it elsewhere for you.) A revision of the May frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info (to the guide) are listed as follows: j.P: Changed Cancel to CR. j.K: Changed Guard to HA. j.S: Changed Guard to HA. j.H: Changed Guard to HA. j.D: Changed Cancel to cCJR. Changed Guard to HA. Mr. Dolphin (Hor) (S) and (H): Added: "Untechable for 20F." Restive Rolling: added: "During the first 2 active frames, untechable time is 40F." Aerial Restive Rolling (H): Added: "SD is for the fastest possible RR from the ground (Startup 19)." Direction Change: Added: "Max of 3 consecutive Direction Changes possible." Hakushu de mukaete kudasai: Changed to "Applause for the Victim" as per the GGX2 manual. (This move is somehow missing from the AC manual.) Attack was re-classified into two attacks, as follows: (TG, GB+ and GB- values are based on the mook info; complete guide has no such values) Go, Mr. Dolphin! (Hor) (S) and (H): Added: "SD is based on the fastest possible case from right next to the opponent." Great Yamada Attack: Added: "For the 11 frames following the super-flash, the opponent is frozen. The whale goes through projectiles." Chouzetsu Monzetsu Kirimomi Daisenpuu: Changed name to "Super Screaming Ultimate Spinning Whirlwind" as per English manual. Added: "Dizzy modifier x0." Deluxe Tile Bomber: Added: "Goes through projectiles." May to Yukai na Nakama-tachi: Changed to "May and the Jolly Crew" as per English manual. Added: "Whiff animation: 23F. Can also be input as 6321463214H." Edited the footnotes: "*1 Landing recovery on whiff can be cancelled with anything except for ordinary movement. On hit or guard, landing recovery is 5, in crouching state. FRC window is 10-12 frames after hitting or being blocked. Minimum charge time of 30F." removed *2 due to breaking up Applause for the Victim into 2 attacks. Gatling Table [*]2K, H are not JCable. [*]2H is special-cancellable. [*]Added 2S-H, 2S-2H, 2H-D, 2H-2D.
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is this high enough resolution? h ttp://iplaywinner.com/storage/logos/blazblue-continuum-shift-2-arcade-logo.jpg
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SaVaGe: before making a new thread, plz check for other existing, similar threads. posting in the other GG2 thread would have been preferred, although no real harm was done, so just keep that in mind for next time. if you'd like to keep talking about GG2, i encourage you to take a look through the GG2: Overture thread in this same section.
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http://www.youtube.com/watch?v=ym4dnHm8Dl4 Red Hakumen is Tenchi, white Hakumen is Kakyuu, yellow Hakumen is Zu~ru/Zuuru.
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A revision of the Ky frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), although most of the data was correct, and I only had to fix typos and inconsistent usage of notation. Actual errors/new info are listed as follows: P:"G" cancel is "C". H: recovery is 12, not 19. Stun Edge Charge's comments now include: "In CH state from 1-30. Follow-up attack can be input from 9-27." H VT: Startup is 11, Active is 4. For all of the supers, reversed the startup sums. Added: "Throw invincible from 15-19." to RTL Comments. Added: "Floats on hit, untechable for 45F." to Aerial RTL Comments. Gatling Table Tested and revised P-S, 2P-S, 6P-S, K-S, 6H-S to P-c.S, P-f.S, 2P-c.S, 2P-f.S, 6P-c.S, 6P-f.S, K-c.S, K-f.S, 6H-c.S, 6H-f.S. (this may have already been implied in the previous "X-S" notation, but adding both c.S and f.S makes it 100% clear) Added 6P-H, K-D, 2H-D. Also, I noticed that your browser encoding has to be on some western/US format for the plus-minus signs in the SD columns to render properly, so if you notice a strange character in the SD columns of P and 2K, try using US ASCII on your browser.
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what do you mean by "the ones from Nicovideo as well"? nico has videos from all kinds of players, from across the country (kind of). do you mean does A-cho also upload its footage to nico? anyways, A-cho has high-tier players, although it also has mid-tier players, so you'll see some of both. keep watching and you'll become familiar with the good players.
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probably "kogatan fu (bu?)hiiii...". The entrant roster is here (Japanese): ttp://www.a-cho.com/ac/201101_06/bb20110321.html This guy is "Kogatan no Musume" lol, but it's not Tenchi; Tenchi was on a different team.
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A revision of the Sol frame data has been done, according to the data listed in the AC complete guide (which supersedes the mook information, AFAIK), as well as a handful of typos and inconsistent usage of notation. Actual errors and new info are as follows: Grand Viper active frames: 4x3, 2x3, 7, (19)3 Gunflame Feint: does 8 damage (not 60). Startup: 13; Active: 2; Recovery: 17. Knockdown's Guard entry is "HF". Bandit Revolver (DI)'s Guard entry is "HLA". Bandit Bringer's Guard entry is "HA". Ground bounce is for 140F. Comments: "Causes slide state on hit for 65F (slides for 50F)." Riot Stomp's SD entry (irrelevant as it is) is "-4~". The Guard entry is "HA". Fafnir's Active is 3, Recovery is 17. Comments now say "1-7 invincible to throws". Tyrant Rave's Comments used to say: "Hits 2-5 can pass thru projectiles", yet the guide doesn't have this, nor is there even a 5th hit of Tyrant Rave. Looked suspicious, deleted. Tyrant Rave ver. Beta's Comments now say "1-8 strike invincible". Added frame data for new move: Added note (at the bottom): "How to score Clean Hits: For GV, hit with the point of the hilt. For SW, hit with the end of his arm. For Fafnir, hit with the upper part of his fist. Hit stop from Clean Hit is 27." Gatling Table [*]Added 6P-H, 6P-2H entries. [*]Removed K-2K entry. Cleanhit Diagrams: new link to page with sprite images of the cleanhit boxes of every character. (made using sprite images and MS Paint lol) -> In the complete guide, there is a series of very small pictures in Sol's section that shows the cleanhit boxes on every character (too small to be worth scanning, trust me!). Not only that, but the pictures are in-game screenshots of the characters in a very specific animation frame (which I have used in the current diagrams), on a particular background (Slash Axl's stage), and the colour of the box is a shade of yellow very similar to Millia's hair, so for a handful of characters, the box was a bit difficult to eyeball because of the terrible juxtaposition of colours (snowy background, costume colour, bare chest, etc.), and it may not be entirely precise. My apologies in advance!
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yeah those are the same numbers as in CS1. again, don't know where the wiki got its numbers, so as always, extra corroboration would be appreciated. well just in case you're curious, apparently on p.66 of the mook, the input for Cavalier is mis-printed as 236236D, whereas it's 236C, but our frame data already has that listed correctly.
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the way it's written in the frame data comments in the mook, the following attacks have specific curse gauge values given: 5D 2D 6D f of g However, on the Japanese wiki, it says that it gives 30% (30,000) curse gauge on hit, and 15% (15,000) on block. http://www14.atwiki.jp/arakune/pages/77.html -> JD I'm not exactly sure where the wiki gets its numbers, but it would seem that the mook has a mistake, there. --------------------------------- On a related note, I checked the list of mook errors on the Japanese BB wiki, and there were just a few listed: Taokaka - 2A is actually a low. Arakune - 6D can be blocked in midair and standing. Bang - 6C can be blocked high and low. (There's also an error in Lambda's movelist, but that doesn't show up in the frame data scans, so no big deal, here.)
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while i think summarizing "tachimawari" as "skill" is quite misleading and misses the whole point, i suppose i misunderstood that you understood what it meant. sorry about that.
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if you're talking about what i'm thinking of, then it often has to be a JCed running jump before that second-to-last j.2A you wrote.
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no, tachimawari is quite broad, and although skilled players have better tachimawari, they are not the same. although it fundamentally means how a player moves his character around the battlefield (with respect to his opponent), it incorporates ideas like poking, zoning, AA, pressure, turtling, runaway, punishing, and basically reading your opponent (and what they'll do next). http://www.kakuge.com/wiki/body.php?word=%E7%AB%8B%E3%81%A1%E5%9B%9E%E3%82%8A