Beowulf
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But doesn't the 3f hitstop add up to the general 13f hitstop making it a 16f hitstop move ? and as 5B CH has 21f hitstun, it just changes for how long character are "stopped". If not, please explain how hitstun and hitstop combine when hitting... EDIt : alright got it : "Hitstop on Counter Hit only applies to the opponent" And I believe active frames can be canceled on hit or last during hitstop. So : For 5B CH 2A/5A ======= 5B hitstop (13f) | 5B recov+act (13+4f) | 7f left for startup... Makoto : ------------- | --- | -------------- | Enemy : ------------- | --- | -------------- | ------- +3f 5B hitstun (21f) And for 5B CH 2C cancel : ======= 5B hitstop (13f) | 24f left for startup of a cancel move... Makoto : ------------- | Enemy : ------------- | --- | --------------------- +3f 5B hitstun (21f) OR ======= end active (4f) | 5B hitstop (13-4f) | 24f left for startup of a cancel move... Makoto : ---- | --------- | Enemy : ---- | --------- | --- | --------------------- +3f 5B hitstun (21f) Right ?
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Thank you for answering. However, startup of 2C is 24f, and hitstun of 5B CH is 21. There's a 3f difference where the player can put his guard. So how can it combo (if it comboes indeed) ? But you think 5B usually hits in its last active frames to combo into 2A ou 5A ? Can anyone test to be sure ? I was thinking of using 5B like Ragna's in order to start pressure on opponent, as I see 5B CH "so easy" to confirm, but if not, I should think of something else...
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Quick question : How come 5b CH can combo into 5A/2A/2C ? I red the frame data, and it says it's a lvl 3 move => 21 frames of hitstun. Even with a meaty, 2C has 24f of startup... How can it combo ? 5B has 5 active frames and 13 frames of recovery. Considering it hits on 1st active frame, 5B CH -> 5A has a gap of 22f, and 23f for 5B CH -> 2A. How can it combo ? I've seen it so much in videos... Please help
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I'm not sure my question was well understood, so I will just write the answer I found by using training mode (as C0R suggested) : When a move has multiple hits, and "once" is written in the frame data : - First hit is calculated normally - Second hit an more have the same dmg value, calculated normally with first move's P2. E.G: Lambda's 6C will do: - 125 x prorate, on first hit - 125 x prorate x P2(6C), on every other hits On a side note, I don't get how prorate is calculated by the game. For instance, the example given in the System Guide of blazblue illustrates a small combo of lambda (http://www.dustloop.com/guides/bbcs2/systemGuide/systemGuide.html) When I try to calculate automatically the combo, I get 1 dmg difference en the second zwei move. (I get 601,59906 instead of 600). My question is : In which order does the game calculate damage scaling and when does it round values ?
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Other question on damage scaling : How does damage scaling work on multi hit moves ? (where P2 is "(once)" in frame data). Does it mean every hit of this move have the same prorate ? Or after the first hit, every move has the same prorate adding first hit's ? (I don't have the game at home so I can't test directly to verify) E.G: Lambda's 6C is 125x8 dmg and P2 is 92(once). Thus all 6C(n) = 125 x prorate ? or 6C(1) = 125 x prorate and 6C(n>1) = 125 x prorate x P2 ?
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I meant when you hit (in a combo) you opponent. I am pretty sure the system tends to push further the greater the number of hits/dmg scaling. I want to know how it can increase during a combo (a kind of formula would be the best... But at least defining the exact elements involved should be enough) Also, does pushback depend on the attack level ?
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A few questions about pushback : How is it calculated ? Is it hit number dependant ? Dmg dependant ? Dmg scaling dependant ? Thanks in advance.
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My bad. I was referring to the "Rin" part after the fujin : "1-22F invincible to throws." Because it's a slow move, you may be tempted to throw with a PB... Best thing to counter it is to throw a low hit (5K ou 2K) before it hits you. My advice on doing jump cancelable moves was in order to not give a free counter to Baiken. It at least give you the chance to block. Hammer fall FRC can be a good way to bait counters too ! The block stun is huge, and you have the advantage. So you can go for a throw.
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If you're afraid of counters, use jump cancelable moves like 5K and c.S/f.S. You can avoid most of them on reaction. Again, cancelling any normal with hammer fall (break) allows you to "eat" the counter hit. Finally, doing 5P is a great way to avoid counters, as it has a small hit recovery and you can combo into anything on hit. Generally against Baiken, she will most likely try to avoid you by throwing tatamis. Once she gets you to block it, she will rush toward you. Remember that 6P beats most of her J.HS. It gives you a counter hit and very big damage !! The Slide head unblockable on wake up owns her a lot. Learn the timing and abuse it ! She doesn't have much health, so you should be able to win in 2 combo. So never give up on defense ^^ Against Anji's, the best thing is to do low hits like 5K, 2K and 2D, as it breaks his autogards most of the time. Again, your 6P beat's his air attacks, but it's harder as he can delay his landing with his j.D... His fujin is unthrowable, so don't try to PB it if you don't want to get counter hit... He can zone you with his shitsu (buterfly). Don't rush on it. In one of his fujin follow, he'll throw fans at you. Just flivk them, as it's the only solid pressure option he has whithout tension... His others (cross ups, low, whatever...) can be punished on reaction and/or when instant blocked. If you're not confident, use the combo 5K, 2S, 2D for the oki to punish them. Hope it helps...
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Axl Collab. Combo vid thread Part 2: I'm making this bitch RIGHT NOW.
Beowulf replied to Digital Watches's topic in Axl Low
Are you sure about THAT ? ^^ -
Didn't see that. you mean "6D" right ? Because if you dash on a 5D, you just get hit stupidly, and it can lead to 4000 damage... If you meant "get closer to her so the 5D will whiff", then it's right, but totally stupid, as a Nyu player will always be in a 5D range. If not, he'll either backdash to do so, or start pressure with B or C... As you said, it's more a "prediction" to what Nyu will do. The swords get out in 13 frames, and you can't just react to them... A "normal" Nyu player would do nothing at long distance untill you move. So what I do with dashing characters (no Tager, or Hakumen) is to do small dash FD cancel to get near. Then either jump or do the same thing. With luck, you avoid her sword, else you deal with the pressure... It's not safe, but it's the only viable way to aproach her that I know... We should clearly put a "counter Nyu" topic in Nyu's thread ^^
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You forgot she's one of the only characters who can go up to 8000 damage with only 50% heat used and has a "usefull" unblockable setup to kill you at the end of a match... BTW, I have her poster in my room and I play her since V-1 ! But that's not a reason to justify playing an S tier character ^^
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Wah ! The lag is so present ! You miss so much combos because of that... Plus you sometimes lose your guard too ^^ Cruel, Eddie is too cruel...
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Shouldn't you be the one who knows exactly what combo is to be used ? ^^ Anyway, I'm looking forward to see this video guys. Especially if your 50 hits or so on Potemkin is done ^^
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[CT] Carl Clover Tactical Discussion/Questions/Help
Beowulf replied to Alternate275's topic in Archive
However, if the throw is done high enough, Ragna's inferno divider won't hit anyone (nor Carl, nor his puppet) so it's a free combo behind as he won't be able to RC it... -
Tech throw ?
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http://www.youtube.com/watch?v=ViBx8sUVnsQ Unknown player... Some really nice combos. What else ^^
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Well, not 100% sure, but it's unlikely to do 2 in a row without RC in one of the 3 hits of the first housoubako...
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Random stuff : 1) 6+K 1 hit CH can be started after Slayer's Eien no tsubasa easily. 2) With Faust throwing a bomb and doing the scalpel reach from a mid distance : Raiei S the scalpel (CH)-> Explosion-> dashing raiei S-> combo... 3) Same situation but : Housoubakou the scalpel-> follow-up-> RC-> housoubakou the explosion-> follow-up-> benten HS-> follow-up (10 hits 208 dmg) 4) For clash combos : the mirror Axl should be used ! bomber VS FB bomber clash is really cool !
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Well it's different. Your example just shows that it's possible for Axl to actually build the oponent's guard bar fully AND kill him in a single combo... Of course, smart oponent would FD out anyway... Whatever do what you want. I'm just saying what I think that's all.
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as far as overdrives' punisments are concerned, you're right. Why this super instead of the other one ? In fact, Eien is cooler to punish than ride the lightening... However, and that's what disturbs me, the fact that you're whole setups is like a "way to win a match against Slayer" is wrong. Because Slayer has better to do here on rashousen : BDC-> IAD-> j.HS (CH)-> Combo. As the j.HS is safe on bloc !! now why RTL instead ? Because Ky doesn't have an other way to try to counter rashousen on wakeup, that's all. Conclusion : Your punishment of eien is good. But the whole setup seems wrong with the super in it. Then again, if I'm the only one it disturbs, I don't see why putting it in the combo movie will be a problem ^^
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yes. It's a powerful tool against scardy-cats who don't want to jump after the first part. Most likely because the RC motion is completely masked by the flames surrounding Axl. Plus, the rashousen motion is exactly like the 2nd part of the super ^^
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Yeah, it seems that if it's done low enough, the slide is untechable. Then, how about punishing Ky's "ride the lightening" or a super you can punish with a counter hit ? Something that is more likely to happen in this specific situation. Because honestly, Eien no tsubasa ? You only see this move online... I'm not good at thinking about combos, but can somebody find somthing with these in it ? 1) In corner : Rensengeki-> 8 -> Combo... I know 2+S comboes, but how about TK FD Bomber ? 2) Punishing Dizzy's Catch super (with Benten HS on reaction). 3) Not a combo, but something stupid to kill like : blocked string-> Super-> (before 2nd part) RC-> Rashousen. 4) Impossible dust combo : 5+D-> Kokuugeki-> FRC-> Raieisageki S-> FRC-> Combo... 5) VS Faust, both at the opposite of the screen : Faust launches his bomb-> His scalpel. Axl Counters with Housoubakou-> Explosion on faust. Axl catches up with a dashing super jump installed Raieisageki S-> FRC-> Air dash-> Combo... (not sure it works, but if something like that happens, it'll be flashy and stuff ^^)
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It's not that I don't like the combo and all, but this is most unlikely to happen in a match... Any Slayer would prefer doing a BDC instead of a super in the corner, especially if you're doing a rashousen (the super won't hit...) And finally, the rashou feint is more to "tech trap" as the slide can usually be teched after a 10 hit combos (and it's at least a 11 hit...) Then again, I'm not sure I understand what combo's you guys are trying to make... Why not doing the above combo on Sol, doing a VV S-> 214+K ? it'll counter hit too...
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http://www.youtube.com/watch?v=sbZgm-xVcTM&feature=related Sol's #R combo movie focused on his dustloop. It's the 1st part, but I guess it shouldn't be difficult for you to find the other one ^^ That'll help you to find starters and chara specific loops...