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Everything posted by Kurushii
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P4U JP had full English text and audio. This isn't Blazblue so can't always assume.
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"Now that you have bought the game for $55 dollars instead of $91 dollars it would have cost you in JPN PSN cards, you can feel better." Wow false information in that guide. The game is only 5800 yen on the Jp store. 6000 yen in cards from Playasia is $77.98, or $68.74 from SolarisJapan. Also multiple players in Japan was selling the cards for even cost too.
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j.C > j.B > j.2C does more damage in more short routes than j.B > j.C > j.2C from my tests. As shown the damage difference is very small in the end and you should really just go for what's more comfortable for you. I personally like using the opposite button used before the jump cancel. They really balanced the damage and prorations values. Higher the damage, lower the proration. Lower the damage, higher the proration.
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BlazBlue Question Thread - Ask your questions here!
Kurushii replied to KayEff's topic in BlazBlue Gameplay
VitaTV only does HDMI out, which is also HDCP on it. It's just like a Vita, you can only do one player on it. -
GG official art and sprites (and chibi GIFs) thread
Kurushii replied to Nekich's topic in Zepp Museum
Regular Ver: http://t.co/IsvDez9RqF AmiAmi Ver: http://t.co/u7vslDUHDK -
If you have a question about Yukiko you could of easily tweeted Stunedge about her.
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DLC is specific to the region it was created for. It is rare that a dlc will work for another region, as even the same game title will use a different id code for different regions. Also Vita can only have one account at a time so you might want to think about what region to use on it.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Kurushii replied to Hecatom's topic in Under Night In Birth
Aksys is handling the localization for UNIEL themselves. As Surf tried to clear up, BBCP localization was handled all by ASW. The NA version missing Library Mode wasn't Aksys's decision. After the backlash from fans they plans to never make that bad decision again on future titles that have a similar feature. So trust me they are listening. They are still VERY early in the planning stages for how they are going to approach the game, so you'll have to wait to see what they are going to do with the title. -
1) I listed examples for damage. 236A/B for punches, and 236C for ice gun. Fireball is for oki. 2) It's been a while since I did the challenges. Only idea I have is try inputting the combo faster, that's the usual problem with a lot of Kokonoe's tight links.
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Sadly no. They only went through all of Rise's, then a few of Yukari and Sho. They were pretty tight lipped about Ken.
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Rise Palettes 1-18 http://t.co/hW61VdX08N
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Remix Heart Ch24 (Raw) https://mega.co.nz/#!YIBjRKib!81vGc0WhyxmuraSJRVX23Oa_dotKx_-QdOtkqrZJfgU
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[Xrd] News & (Theoretical) Gameplay Discussion
Kurushii replied to Shinjin's topic in Guilty Gear General
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Kurushii replied to Setsuna's topic in Misc Fighter Central
-New Players Guild Files- Colors: Taiga http://kurushii.tv/Dustloop/DFC/Graphics/Colors/Main/DFC_Taiga_Palettes_1-14.png Miyuki http://kurushii.tv/Dustloop/DFC/Graphics/Colors/Main/DFC_Miyuki_Palettes_1-14.png Ryuuji http://kurushii.tv/Dustloop/DFC/Graphics/Colors/Support/DFC_Ryuuji_Palettes_1-14.png Tatsuya http://kurushii.tv/Dustloop/DFC/Graphics/Colors/Support/DFC_Tatsuya_Palettes_1-14.png Icons: Main Character Support Character Dot Character Plates: -
You never know. ASW loves to keep secrets.
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During tests of the forum before it was public, all that was available for profile edits was background images/colors.
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Jin and Noel are the problems with that route. You can swap 5B with 2B or just omit it all together like Pen said.
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Midscreen:22B , 2C > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 236B , 5C > 236C [3980/28%] Corner: 22B , 6(2) > 5C > 2C > 6C > jc > j.C > j.D > j.236D |> 6B(2) > 236B , 5C > 236C [4118/29%] Edit: Made a video for a different route http://youtu.be/m8UkQaB74Uc
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Sorry for being late with this release. I have been really busy lately. Remix Heart Chapter 22 Part 2 (Raw) https://mega.co.nz/#!JFZCXaoS!4mw64XD5i-lAFEgytLB12SSqwOgkNYQrG4JervbgE4w
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Those are combos have been around since v1.0. Also the last one requires 14 heat start, not 13. In other news I added a changelog thread, and updated the v1.1 combo thread.
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Official ASW and Famitsu Changelog Backdash: Duration decreased 24F -> 22F. Invincibile frames shortened 1F-12F -> 1F-7F. Airborne duration decreased 1F-16F -> 1F-14F. Distance traveled decreased. Negative Penalty Resistance: Increased 2 -> 4. Character Combo Rate: Decreased 80% -> 70%. Hitstun hurtbox: Larger in all directions. 5C: No longer jump-cancelable on block, but still possible on hit. Can no longer cancel into 6A and 6B. 2C: Can no longer cancel into 6A and 6B. 5B, 2B: Can only be canceled into 2 times in a single chain. Can no longer cancel into 6B. 2B: Hurtbox increased (up to the wrench). 3C: Special-cancelable [Error, nothing changed]. The second hit has Attack Level 2. j.B: Hitbox is now smaller and hurtbox is larger. 6B: The second hit can now cancel into 5C and 3C. The second hit's non-charged version's attack level is now 3 (rather than 5). Now forces crouching on ground hit. j.C: Can now be blocked while crouching. Attack level decreased to 3 (rather than 4). j.2C: Damage decreased to 900 (rather than 1000). P1 decreased to 70% (rather than 90%). No longer knocks down on ground hit. Now has the landing recovery of 9 frames. SMP removed. Graviton Gauge: Now decreases by 2 units per frame and recovers by 6 units per frame (rather than by 1 and 3, respectively; the gauge's total amount is 1500). Activate: Can now only hit opponents already in hitstun. A Armament No02 [broken Bunker Assault Ver2.21] (236A): The recovery on hit is increased. The follow-up time in the corner decreased to 5 frames (rather than 8). Armament No02 [broken Bunker Assault Ver2.21] (Explosion): P1 decreased 100% -> 75. P2 increased 70% -> 92%. Armament No06 [Planar Haze Ver1.24] (22C): If Kokonoe stands closer to Graviton's back, she teleports in front of it. Can no longer cross-up if the opponent is standing in the corner. Armament No04α [Flame Cage Ver1.43] (214A/B/C): Number of hits reduced 6 -> 4. B Armament No05 [banishing Rays Ver3.10] (22B): Trap doesn't activate unless the opponent comes closer than before. Can now be used again (the icon re-lights) 30 frames later (like the A version). Armament No03 [Absolute Zero Ver4.32] (236C): The freezing gun's chip damage is decreased 100 per hit -> 50 per hit. Shots fired decreased 48 -> 40. Damage per shot decreased 70 -> 60. Total damage decreased 2500 -> 1671. Armament No04β [Pyro: Flaming Belborg Ver2.73] (214214A/B/C): The projectile's minimum damage decreased 20% -> 10%. OD Armament No04β [Pyro: Flaming Belborg Ver2.73] (214214A/B/C): The damage is 210x18 (regular version's is 270x12). P2 is 97% (regular version's is 95%). Hit stop is 2F per hit (regular version's is 3F per hit). Minimal damage is 15%. Armament No07 [Jamming Dark Ver1.65] (632146D): On activation, deployed Graviton disappears and the Graviton gauge stops recovering. When used in the corner, the attack comes out beyond the screen. The heat gauge cooldown is now 240 frames. OD Armament No07 [Jamming Dark Ver1.65] (632146D): The damage is 1800. When used in the corner, the attack comes out on the screen. Armament No08 [Hiten Greed Climb Ver1.00]: New super move. Triggers automatically after Absolute Zero hits if Kokonoe has 50 Heat. The OD version deals more damage. Damage values not listed. Unlisted Changes Gatlings lost on hit & block: 6A > 6B 6A > 5C 6A > 2C 6A > 3C 6A can only be canceled into 1 time in a single chain. Frame Adv: 5C: -6 (from -5) 6B: -6 (from -2) 6C: -15 (from -14) 3C: -4 (from -1) CA: -12 (from -17) 236A: -8 (from -7) 236B: -14 (from -13) 236C: -8 (from -5) Damage Changes: 2B: 400, 244 to 400, 214 6B: 430, 244 to 430, 214 6: 500, 300 to 500, 263 3C: 450, 288 to 450, 252 j.A: 130, 85, 79 to 130, 66, 61 j.B: 420, 268 to 420, 209 236D: 500 to 280 236D(OD): 750 to 420 236A: 600, 441, 338 to 600, 386, 296 236B: 700, 515, 500 to 700, 450, 500 236C: 500, 1673-2000 to 500, 1064-1171 Collapsed: More Info: v1.0 Max Range (5C distance): 2173 2197 2221 Mid Range (5A distance): 2221 2245 2269 Close Range (Throw distance): 2411 2454 2459 2475 2480 2495 2500 ----- v1.1 Max Range (5C distance): 1564 1586 1608 1629 Mid Range (5A distance): 1608 1629 1650 1671 Close Range (Throw distance): 1650 1671 214A/B/C: 240, 140, 129, 119, 109, 100 to 240, 123, 113, 104 22B: 400, 209*5 to 400, 183*5 214214A/B/C: 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 to 1000, 88, 84, 79, 75, 72, 68, 65, 61, 58, 55, 52, 50 2363214C: 3652-7471 to 3220-6766 j.2363214C: 4295 to 3782 2363214C(OD): 5510-13110 to 4869-12469 j.2363214C(OD): 5176 to 4683 Heat Changes: 2B: 4.6% to 4.4% 6B: 4.8% to 4.6% 6: 5.7% to 5.4% 3C: 5.3% to 5.0% j.A: 2.1% to 1.8% j.B: 4.9% to 4.5% j.2C: 7.2% to 6.4% 236D: Have to figure out how to calculate now. 236D(OD): Have to figure out how to calculate now. 236A: 9.9% to 9.2% 236B: 12.2% to 8.2% 236C: 17.6% to 11.8% 214A/B/C: 5.9% to 4.1% 22B: 10.4% to 9.4% New Move Info: Armament No.4β "Pyro: Flaming Belobog v2.73" (214214A/B/C, air OK) Damage(OD): 1000, 68, 66, 64, 63, 60, 58, 57, 55, 53, 51, 50, 49, 47, 46, 44, 43, 42, 40 Armament No.8 "Hiten Greed Climb v1.00" (Automatic after 236C) Damage: 500, 100*5 Damage(OD): 700, 75*11 Cancel: R Note: Damage is always the same, and isn't affected by proration in combos. Requires Kokonoe to be facing the opponent to activate. Sometimes will not activate if a graviton is in play.
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How do I make my profile gif animate?
Kurushii replied to Arcus Diabolus's topic in Site Feedback and Suggestions
Needs to be 160x160 200kb or less. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Kurushii replied to Hecatom's topic in Under Night In Birth
Anyone who has a aime card and has played the game at least once can get the colors themselves, or just ask someone in Japan to let you use their account (what I do).