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rtl42

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  1. (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.
  2. is this high enough resolution? h ttp://iplaywinner.com/storage/logos/blazblue-continuum-shift-2-arcade-logo.jpg
  3. 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.
  4. speaking of crazy times, Sherwin posts again. i liked the picture of Patrick Roy, too. looks like he just woke up from a nap on the ice to find the puck at his pads.
  5. just nuts, i read the news earlier today. osama dies the other night, then both duceppe and ignatieff get gutted in their own ridings, with Darth Harper riding out to a majority and Star Fleet Commander Layton taking the helm as official opposition. CRAZY TIMES
  6. http://www.youtube.com/watch?v=ym4dnHm8Dl4 Red Hakumen is Tenchi, white Hakumen is Kakyuu, yellow Hakumen is Zu~ru/Zuuru.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 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.
  12. 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.)
  13. 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.
  14. hm... looked funny, but i have no idea what they were saying lol. well i guess now Jack gets the "nerd/geek" vote.
  15. okay am i doing it right at least this time? http://www.youtube.com/watch?v=8mqm-PAAlzw
  16. all you have to know is Stephie is a crook, and Gille-Douche doesn't care about you if you don't live in Quebec.
  17. 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.
  18. 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
  19. is this part of your course work for the university?
  20. the corner combo: <starter> -> Renka(1) xx Kishuu -> 6C ... requires you use the quickest 6C. at least in my personal experience, even if you hold down the C button a bit too long, your sword will completely whiff. he landed after the FC Hotaru, just btw. funny set of matches against that Plat, I get the feeling the Hakumen didn't use his card so that he could intentionally lose and not affect his PSR lol.
  21. i'll double-check that. it might be my imagination, but there's something about the hitboxes when they fall down that seems different from before. might just be me, though. speaking of which, what does the "spin" duration (80F for 6D) mean in the frame data -- from when the 2nd hit of 6D connects until the opponent hits the ground? or does that value include the time lying on the ground?
  22. apparently DAT MAHVEL and portal 2 i'm still playing GGAC, BBCS2 and Mass Effect 1&2, and waiting for ME3.
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