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Everything posted by greatfernman
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[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
oh right, so the move with the 'nage' followups (236P) is probably the grenade, so it looks like she has two trajectories to choose from (or maybe three if not doing the followups is a different trajectory), and that she can do it and the 4P follow up in the air. Also bridal express (214K) is probably the move where she rides on the bouquet, since the description of that move says it can be done in the air and the command list lists it as Air OK (http://www.famitsu.com/images/000/060/880/540d8f5032813.html and http://www.famitsu.com/images/000/060/880/540d8f505431e.html ) unless that's a normal and not a special. We'll have to wait for more details to be entirely sure. -
[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
I think this part was saying that she has a few trajectories for the strawberry grenade, and that after the pin is pulled, holding down the button let's you control the explosion timing. I assume this is akin to cooking a grenade in an FPS, so she probably pulls the pin when you do the command, but doesn't throw the grenade until you release the button (presumably she'd be able to blow herself up then)? or it could be that she pulls the pin but doesn't let the lever fly off until you release the button, so it's not really cooking the nade it's just controlling when she throws the grenade. Hopefully it's the former because the latter sounds way more boring and standard but I'm not too sure -
[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
i'm not questioning the example you are referring to, I'm just putting forward two other examples where getting hit out of YRC costs no meter, just follow the link I linked, sol fafnir>YRCs and gets hit out but doesn't lose meter. Anyway it's your video so do whatever you want with it, it's just one claim that is not entirely accurate in my opinion. -
[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
and btw I actually bothered reading the kedako tweet and I was wrong about the 2 frame invul on YRC, I made a hasty assumption. The invul frames don't seem to be from frame 1, so it appears you do have 3 frames to get hit out of YRC. I'm pretty sure he meant there are two invul frames, one on frame 6 and the other on frame 25 (as the actual compiled data seems to imply). Regarding getting hit out of YRC and still costing meter, that's presumably getting hit out on the 4th or 5th frame, since the YRC effect is only on the 6th frame Here, I think this was done by SuperJ: http://imgur.com/a/KMKHq There was also a jonio stream where slayer got hit out of some super into YRC and didn't lose the YRC meter -
[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
so i watched that video and you said getting hit out of YRC startup means you still lose meter, but as far as I'm aware that isn't exactly accurate. According to ruu and kedako's data (your video description only credits kedako, but i'm pretty sure ruu was involved too), the meter is taken on the 4th frame for YRCs and PRCs, so if you get hit out before that you do not lose meter. If you do get hit out not only do you not lose meter, you do not get counter hit. I've seen two video examples of this actually happening in gameplay. of course I may be completely wrong, but I'm pretty sure that's how YRC and PRC work Edit: here's the actual progression of a YRC: 1~5F:RC発生モーション(4F目にゲージ消費。4~5F目に攻撃食らうとゲージのみ消費) 6F:黄RCエフェクト発生(無敵。このフレームまで周囲も動く) 7~24F:暗転18F。お互いに行動不能。(こちらは黄RCのモーション変化あり) 25F:黄RCの硬直。(無敵。相手動き始める) 26~:行動可能。 and PRC: 1~14F:RC発生モーション(4F目にゲージ消費。4~14F目に攻撃食らうとゲージのみ消費) 15F:紫RCエフェクト発生(無敵。このフレームまで周囲も動く) 16~33F:暗転18F。お互いに行動不能。(こちらは紫RCのモーション変化あり) 34F:紫RCの硬直。(無敵。相手動き始める) 35~:行動可能。 (http://mayjunkie.web.fc2.com/system.txt) -
http://blazblue.jp/bbcp_update.html entry on the 1st of may are the patch notes. they fixed a tsubaki OD super bug, adjusted makoto OD particle flare minimum damage, adjusted nu's luna forma's crescent saber scaling, fixed a buncha amane bugs, and a bug in unlimited mars and score attack (i think the unlimited mars and score attack ID bug is probably an arcade cab specific thing, but i'm not so sure, it depends what they mean by ID)
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they fixed some tsubaki, amane, makoto and nu bugs in 1.11 iirc. minor stuff, which is why they used a second decimal place and didn't call it 1.2
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1.11 happened back in May iirc
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dude it literally says BBCP Ver. 1.11 in huge text at the top
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10 startup 3 active 8 recovery is 20 frames total. the startup includes the first active frame by convention (Which is why a 5 frame move can punish anything -5 on block rather than punishing -6) so they overlap by one frame.
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XRD [Xrd] Chipp Zanuff Gameplay Discussion
greatfernman replied to AtTheGates's topic in Chipp Zanuff
http://youtu.be/5d0DfFAfoYc?t=7m55s slow shuriken recovery isn't until landing anymore?!- 260 replies
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What am I supposed to do once I start blocking Hilda midscreen? Just mash out at the right time?
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[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
IIRC it has been stated that game developers can program PS3 stick support into the game, but they will not work on the PS4 by default -
I've gotten 2.2k twice with turbo, i don't remember how many hits though.
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sorry, I meant 214EX i managed to get 1903 damage from the throw one time and one time only EDIT: i just got 2249 by setting a macro button (A+B+C+D) on turbo and churning the stick all this damage is calculated during vorpal I can get 1700+ consistently by holding all four buttons and churning, the input shows ABCD being input with every new direction so that seems to make a difference
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yo, how do i get the anti air version of 236EX, the wiki says hold the button but the wiki is also wrong on the input of fireball so is antiair EX not available anymore Also I'm pretty sure i've seen throw do more hits than I'm getting, and i'm mashing pretty fast
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Can you be GRD broken during vorpal? I assume so, but do you lose access to vorpal or chain shift if you do get GRD broken? Since Chain Shift takes the GRD you have an converts it to meter, I'd assume you couldn't do that if you don't have access to your GRD.
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https://twitter.com/maneater_dgr/status/490339705729216512 Dogura tweeted his opinion on Azrael's matchups: Hard - Carl 5:5 - Rachel, Hazama, Litchi, Relius, Ragna, Tager Just a little bit easy - Everyone else Easy - Bang, Bullet, Taokaka I don't know - Noel P.S: He didn't exactly say 'easy', it was more like 'thanks for your hard work' (お疲れっす).
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http://horibuna.web.fc2.com/UNIEL/index.html a character matchup sorted video compilation, all nico though, and no timestamps.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
greatfernman replied to Hecatom's topic in Under Night In Birth
I see, that's exactly what I wanted to know. thanks! (y). -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
greatfernman replied to Hecatom's topic in Under Night In Birth
It's not dependent on Sourenga's understanding of western terminology though. I was listening to the Japanese, and it made sense because they were using the verb 'oku' which means to place or to leave to refer to (as Sourenga translated) 'leaving' the move out. And then they conjugated the verb as oki and used that to refer to it. So I was just wondering if it's a common thing in Japanese FG terminology or just a UNIB specific thing. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
greatfernman replied to Hecatom's topic in Under Night In Birth
I'm unfamiliar with the way they use the term 'oki' in that video, I get what they're saying, but is this a UNIB specific usage of the term oki? Or is the Japanese usage of the term 'oki' different from the American usage? Or are they actually talking about okizeme and not about throwing out active normals that the opponent runs into? -
[Xrd] News & (Theoretical) Gameplay Discussion
greatfernman replied to Shinjin's topic in Guilty Gear General
It's not "going from 25 to 15", it's going from 0 to 15. You're making way too big a deal of this either way.