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Everything posted by kazukifafner
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I wouldn't call them triangle jumps for the simple fact that what method of execution in this game is very different than in MvC.
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http://www.youtube.com/watch?v=dGGCZMGd2Uo Just a quick intro video that I hastily threw together. I'll add captions for clarity sometime during the week. The first part is just a showcasing of his moves (ending with parries). The second part is basic pressure concepts. The third part is a few combos. The first two combos are the same, but with different starters (to show the difference).
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Somewhat off topic, but what settings do you guys normally use for fraps? I'm trying to record while, at the same time, not having an obnoxiously large file size to mess with `3` I'd like to create a rundown of some of Burai's options (that I've found so far, anyway), and up it to youtube. Speaking of Burai: The startup of his 2C (as in, when you release the button or it goes automatically) has upper body invulnerability. Wouldn't have guessed that. It's pointless to use his supers in combos. All of his crazy damage comes from his stamina gauge. From what I've been testing recently, using supers in the middle of combos only hurts the damage, never helps (take that fighting game proration!). Now, Freedom Punch is slightly useful when used as a standalone clutch attack, since it has quick start up that only loses out to invulnerability and very fast moves (it can even beat out some A normals). Other than that very situational use though, it's better just to build up your meter for when you want to use the defense-related meter options. Given that he doesn't have a Big Bang Break yet, his Big Bang Mode is largely useless. Even when he gets it, its only use would probably be just to look cool. The only difference I've noticed is that his stamina gauge refills faster. While this can create longer combos for more damage, it just doesn't seem worth it unless you are just looking for a flashy way to kill your opponent. Burai's parry can really open up opponents to damage. The thing is, however, that you need to practice an insane amount of time in order for his parry to be reliable in an actual match. Most of the time, I'll simply wind up parrying on accident, as opposed to doing it on purpose. Of course, even doing it accidentally, I usually have enough time to counter with my own combo. I doubt it would come as any huge surprise, but Burai is the mixup/pressure king of this game (and Kinako is probably the pressure queen when she's got a lot of souls to use, if the early stuff I've seen from her is any indication). Even without using the D commands to supplement him, Burai can string together multiple high and low attacks in a blockstring. Then, when you add in those D commands, his ability to mixup his opponent increases (since he can cancel into moves he normally couldn't otherwise). Obviously, 5D is the one you want to use to continue true blockstrings, but that single move costs the most stamina in the game. However, you can also use 3D for a quick reset that, while giving the opponent a gap, can still let you apply pressure if used after an attack with a lot of guard stun. Plus, if you ever think your opponent is going to try and reversal in that gap, you can use 4D's invulnerability to bait it and go back in for damage (or at least more pressure, if you weren't fast enough to counter). Burai, however, does not have any crossups, save for one. He can cross up Sanzou with jC (lol, he's the Tager of BBB). EDIT: Oh, forgot to mention that being able to cancel a dash into an attack quickly also helps his pressure game.
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Heita Boost
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lol, Burai can dish out so much damage with relatively little effort. It's not even funny. Like this: jC > 5B > 5C > 2B > 6B > 6C > 214B > 5B > 6C > 214B > 5B > 5C > jB > jC = 4126 damage And by the end of that combo, you wind up with about 1/4 of your stamina left. Oh, and just for the sake of styling all over your opponent, something like: jC > 66 5B > 5C > 2B > 6B > 6C > 5D > 5B > 6C > 5D > 5B > 5C > 63214D > 5C > 2C > jC That one only does 3816 damage, but man is it hot. dat crossunder 5D
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I may or not be able to finish this up today; so in case I can't, I'll just post the first part of what I've been testing with Burai. EDIT: As it turns out, the place I had to be at got canceled. Problem solved :D Burai Yamamoto [BBBR v.1.02] Color Palettes A: Hair = Blonde, Shirt = Green, Pants = Black B: Hair = Red, Shirt = Blue, Pants = White C: Hair = White, Shirt = Red, Pants = Red D: Hair = Blonde, Shirt = Brown, Pants = Blue Dashes: - Both of his dashes are short and cannot be maintained by holding down the direction - The back dash travels further than the forward dash - His dash can be canceled into anything as soon as the dash begins, retaining momentum - The only exceptions to momentum retention are moves that directly effect that property Normal Revolver Info 5A: 5A, 2A, 5B, 2B, 5C, 2C [NOTE: 5A whiffs on certain crouching opponents] 2A: 5A, 2A, 5B, 2B, 5C, 2C jA: jB, jC 5B: 2B, 5C, 2C 2B: 5C, 2C [NOTE: 2B causes slight lift] jB: jC 5C: 2B, 2C 2C: N/A [NOTE: 2C causes lift, can be charged for greater lift, damage, and stun] jC: N/A [NOTE: jC knocks down aerial opponents] D-Button NOTE: Burai has a stamina gauge that works similar to the P-gauge in the original BBB. It fills up over time and effects his D commands, command normals, and Flicker Jab special. D: Ducking - Burai ducks and dashes forward a short distance - About one-tenth the length of the screen - Consumes approximately 25% of his Stamina Gauge - Upper body invulnerability - Can be canceled into from any ground normal or command normal 2D: Short Jump - Burai hops a short distance off the ground - “2” gives him a neutral hop - Holding “1” or “3” will cause him to hop in the appropriate direction - 2D/3D takes so little of the Stamina Gauge that it refills instantly - 1D consumes approximately 10% of the Stamina Gauge - Lower body invincibility - Can be canceled into from any ground normal or command normal 4D: Sway - Burai does a short back dash - Travels about twice the distance as Ducking - Consumes approximately 10% of the Stamina Gauge - Upper body invulnerability - Can be canceled into from any ground normal or command normal Command Normals NOTE: All command normals (aside from parry) can cancel into one another as long as stamina meter is availiable. 6/2 as opponent attacks: Parrying High/Low - Burai parries the opponents attack - “6” to parry high and mid attacks - “2” to parry mid and low attacks - Can also parry in the air - Must press the direction right before the attack connects - Feels tighter than Street Fighter III: Third Strike or Yatagarasu - I would estimate a two-frame window of opportunity to parry - “Freezes” the opponent/hit momentarily and leaves Burai with considerable advantage - Multi-hit parries must all be input at the right time - Takes about 10 parries to fill one bar of meter 6A: Hook - Burai aims a hook at his opponents head - Whiffs on some crouching opponents - Consumes approximately 18% of the Stamina Gauge - Can be canceled into from any ground normal - Can cancel into any C normal, special, or super 6B: Body Blow - Burai delivers a sharp strike to the body - Consumes approximately 18% of the Stamina Gauge - Can be canceled into from any ground normal - Can cancel into any C normal, special, or super 6C: Chopping - Burai swings down his arm on top of his opponents head - Has a decent amount of startup - Overhead - Causes ground bounce on aerial opponents - Consumes about 18% of the Stamina Gauge - Can be canceled into from any ground normal - Can cancel into any C normal, special, or super 4C: Left Straight - Burai leans back and throws out a straight with his left arm - Has a decent amount of start up - Causes wall bounce on aerial opponents - Consumes about 18% of the Stamina Gauge - Can be canceled into from any ground normal - Can cancel into any C normal, special, or super Specials 214C: Straight Combination - Burai throws out a left straight, followed by a right straight - Lands two hits - Can be canceled into from any ground normal or command normal - Either hit can cancel into super 623C: Cross Upper - Burai throws out a body blow, followed by an uppercut - Lands two hits - 2nd hit launches - Can be canceled into from any ground normal or command normal - Either hit can cancel into super 214A/B: Flicker Jab - Burai flicks out his bandages for a mid-range poke - A version comes out fast and hit the opponent's head - B version has more startup, hits mid, and draws the opponent slightly towards him, even on block - B version pulls in even more if the opponent is aerial - B version hits overhead - A version consumes approximately 10% of the Stamina Gauge - B version consumes approximately 20% of the Stamina Gauge - Can be canceled into from any ground normal or command normal - Can cancel into super Supers 63214D: Dragonfish Blow - Burai swings down his fist with a more powerful version of Chopping - Causes ground bounce - Can be followed up - Can be canceled into from any ground normal, command normal, special, or super 41236D: Freedom Punch - Burai throws out a powerful straight - Can hit a total of 8 times - Knocks opponent away - Can be canceled into from any ground normal, command normal, special, or super
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If you can't get it to work otherwise, then Japanese locale will probably do the trick. I didn't have to do any of that though. I just installed it normally without any altering or middle men.
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If you play the game in windowed mode, it'll say what the version is on the top of the window. That way, you'll know if it worked.
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The game is supposed to update automatically when you start it up. If an update is available, it asks to download/install it.
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Alright, now that I've gotten some hands on with this game, I'll probably start posting a bit more later. Well, at least they are patching it fairly quickly in an attempt to fix problems. Hope they sort some stuff out soon. First thing I noticed is that the timing for Burai's parry seems really strict.
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Tsukiyomi's romanizes to Gokourin (Honorable Visit). "Kourin" means "visit" or "call," but given the nature of the characters moves, "visit" likely works best. The "go" used is a respectful prefix, so I decided to put "honorable" in the translation. Don't know if you didn't translate it because you didn't know it, or just forgot to put it in, but there you go. Also, dammit aja, test your shit!
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http://aja-games.com/products_BBBR/ The site's been updated a lot, and the move lists on the site include their "ougi" as well. I noticed that quite a few don't have one listed. Interesting.
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It's probably somewhere in the manual, but I found out about it while watching AtTheGates's Kunagi combo video. It's a universal input for all characters (at least, the five in the demo) that can be activated in Big Bang Mode. It's basically their ougi. The catch is, once you use it, bye-bye super meter. Of course, that's gone once time runs out anyway.
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Does anyone know if there are limitations to cancelling with A+B+C? Or is it really just that much of a pain to try and do that on a keyboard without macros? Been trying to test out A+B+C > 41236A+B+C ender, just to see what I could get for it, but consistently activating it is a pain ;-;
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Oh shit, I forgot about the slang for that. Damn moonspeak -_- Fixed, and I'm calling it manly because that sounds better than just man.
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SxB, do you need anything for Kunagi, or does Negative have that covered? I already know you've exhausted Erika :P Mainly asking because, once I get my hands on the full game, I'm gonna be workshopping Burai like crazy. Well, him and Daigo, but that's just because Daigo's awesome like that.
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Oh man, thanks for noticing that. The ironic thing is that I actually caught that when I initially did the same thing for the kanji for "Heita," then corrected it after realizing that was his name. I missed it for "Zinnai" though. It's fixed now. :3 Yeah, Japanese is just full of homophones. They are a pain. Not to mention that what they say during the move might not necessarily be the name of the attack. Please do. Double checking my translations is always a good idea, since I'm not an expert. As for the hiragana for his 6B, that one was a little tricky for me to accurately romanize. The "wari" is from 割る (わる), meaning to divide/break/etc. That one is pretty cut in dry. For the "tile" part, I chose the onyomi (が) instead of the kunyomi (かわら), as I wasn't sure which would be more accurate. So it ended up with it being pronounced 「がわり」, which may or may not be proper pronunciation. I'm still learning Japanese, so it's pretty easy for me to get readings wrong if it doesn't seem clear.
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I actually just got it myself, lol. Thanks anyway though. It was only one that I was having a real problem with (the "ha" in "hashiri"). I could barely make out what it was supposed to be >_> Hanny D-Button D: Soubi Henkou Ken/Tsue (Equipment Change Sword/Wand) - From what I've found, “tsue” usually means “staff,” but they use “wand” elsewhere, so I'm sticking with that. Command Normals 6A: Oretachi no Hashiri (Our Rampage) 6B: Umakara no Ushiro Kick (From Behind a Horse Kick) - I'm actually pretty sure that's what it's supposed to mean `3` Specials [w/ Sword] (j)214C: Nidangiri (Two Step Kill) [w/ Sword] (j)623C: Honoo no Zangeki (Flame Slash) [w/ Wand] 214C: Land Mine [w/ Wand] (j)236C: Stun Blitz 63214A: Tousou (Escape) Supers 41236D: Kaikousen (Mysterious Beam)
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Here's the translated movelists for Heita and Sanzou. I'll try and figure out Hanny's before I go to bed. I would also like to take this opportunity to say that, while I'm confident in the actual translations of the move names thus far, the romanizations might not be as accurate. Rest assured, I believe that most of them are accurate, but it definitely wouldn't surprise me if a few are a bit off. Heita Zinnai Command Normals 6A: Mawashigeri (Roundhouse) Specials 236A: Otoko no Tamashii (Manly Spirit) 214A: Heita Kick j214A: Heita Shoot 41236C: Manly Knuckle (j)623C: Otokotaikuu (Manly Anti-air) 63214A: Konjouhashiri (Spirit Dash) → A: Bibirikoshi (Nervous Hips) → B: Otokotaikuu (Manly Anti-Air) → C: Manly Knuckle 63214C: Zinnairyuu Nidanmawashi (Zinnai-style Two-Step Rotation) Supers j214D: Zinnairyuu Tenkuukaku (Zinnai-style Heaven Kick) 623D: Zinnairyuu Rising Dragon Sanzou Kongoumaru Command Normals 6B: Gawari (Tile Breaker) Specials 214C: Tetsugen (Iron Fist) 41236A: Nintai (Perseverance) → A: Fumikomi (Raid) → B/C: Shukusei (Purge) (j)623C: Tetsugeta (Iron Clogs) 22A/B/C: Gou (Roar) 63214A: Ganbankaeshi (Bedrock Restoration) 63214C: Teppeki (Iron Wall) [impregnable Fortress also works, if you think that sounds cooler] - Input during guard stun Supers 63214D: Choutetsugen (Ultra Iron Fist) 41236D: Chouteppeki (Ultra Iron Wall)
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One thing about this game that I definitely like over 3S is the music. That's some good stuff. And I'm really looking forward to this precisely because it's basically doujin third strike. I like the mechanics and characters shown off (even if they aren't particularly original), and I really like seeings this kind of fighting game being released in the doujin scene.
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It's probably just a corner glitch. Tsubaki knocks an opponent into the air on hit, so going under them in that scenario isn't as unlikely. However, apparently, there is a scenario where it's almost like the character's hitbox collides with Senna's in a way that puts the character in the aerial state but doesn't actually launch them. Weird.
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Just a few more movesets from characters not in the demo. I was going to have Hanny in here, but some of the kanji in his moves are a pain -_- Nakanishi Sisters D-Button D: Kyuudou: Teihei Shageki (Archery: Horizontal Arrow) 2D: Kyuudou: Kyokusha (Archery: Lob Arrow) 4D/6D: Kyuudou: Idou Hidari/Migi (Archery: Movement Left/Right) Specials 214C: Kyouda (Smite) - Chargeable 41236A/B: Fumikomi (Raid) 236C: Nagiharau (Mow Down) 623C: Noboridou (Rising Torso) Supers 22D: Kasanedou (Heavy Torso) 623D: Shin Noboridou (True Rising Torso) 41236D: Yaezakura (Double Cherry Blossom) 63214D: Kaou/Kasezakura (Bound Cherry Blossom) - Will probably be able to figure out the kanji's reading once the game is released Manbou D-Button D/2D: Sanran Rikuhe/Sorahe (Lay Egg On Land/In Air) Command Normals 6A: Sebire Bureedo (Dorsal Fin Blade) 6B: Suberikomi (Slide) Specials (j)236A/B/C: Mizudeppou (Squirt Gun) 214A/B/C: Mizubashira (Waterspout) Supers 214D: Zetsu Mizubashira (Suppressing Waterspout) Devil Daigo Command Normals j6C: Devil Savate Specials (j)236A/B/C: Daigo Beam! 214A: Daigo Voice! (j)623A/B/C: Daigo Wing! Supers 236D: DEVIIIL BEEEEEEEAM!! Mecha Heita Command Normals 6A: Mawashigeri (Roundhouse Kick) - NOTE: I think this is a case of Katakana being used in place of Hiragana/Kanji for emphasis. Specials 214A: Heita Vulcan 236C: Heita Missle (j)623C: Heita Copter 421C: Heita Collider - Chargeable 41236A: Heita Boost Supers 236D: Full Fire!!
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Senna's had that infinite since she was released in the alpha demos.
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The only glitch I've noticed was for Ren in the corner. I don't exactly know how it's triggered, but his Molotov cocktail will sometimes hit six times instead of three. If this happens, Molotov cocktail cannot be used for the rest of the round/training mode reset.