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Everything posted by kazukifafner
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Thanks, I sometimes miss certain obvious things in the face of even more obvious ones :3
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Time for the badass with a stick. Ren Idagawa Command Normals j2C: Tatakitsuke (Strike) - Ren slams his hilt down onto his opponent - Has a long startup - Can be chained from any air normal - Can combo into 2A when very low to the ground - If opponent on ground, it just hits - If opponent in air, it causes ground bounce - Can be looped three times before subsequent hits are voided 6C: Kenka Kick (Brawl Kick) - Ren delivers a strong forward kick to his opponent - Has a long startup - Can be canceled from A/B normals and 5C, but does not combo - Can cancel into specials and supers - Can be jump canceled - NOTE: Honestly, I have yet to find any real use for this move other than “THIS IS SPARTA!” references. Specials 236A: Akikan (Empty Can) - Ren tosses an empty can in a parabolic arc in front of him - Hits opponent once before disappearing - 623C can be used to knock the can further - Can be canceled into from any ground normal and 6C 236B: Kaenbin (Molotov Cocktail) - Ren tosses a Molotov cocktail in a parabolic arc in front of him - Lands on the ground and creates flames - Flames hit a max of three times before vanishing - 623C can be used to knock the can further - Travel distance possible is shorter than 236A - Can be canceled into from any ground normal and 6C 236C: Burokkubei (Concrete-block Wall) - Ren tosses a concrete block in a parabolic arc in front of him - Hits opponent once - Active frames are when it hits the ground - Overhead - 623C can be used to knock the can further - Travel distance possible is shoter than 236B - Can be canceled into from any ground normal and 6C 214A: Feint - Ren makes a motion like he will shoulder ram, then stops after a short dash - Travels one-fourth of the screen - Pushes enemy with him (i.e. does not stop on contact with opponent) - Has invulnerability at the start of the dash - Can be canceled into from any ground normal and 6C 214B/C: Yakiire (Not sure how to translate the katakana) - Ren sticks out his shoulder and rams his opponent - 214B travels about one-third the length of the screen - 214C travels about half the length of the screen - 214B hits opponent - 214C knocks opponent away - Both versions have invulnerability at the start of the dash - Can be canceled into from any ground normal and 6C - Can combo from B/C normals and 6C 623B: Nigasukayo! (You think I'm letting you escape!?) - Ren sticks his sword into the air, catching the opponent, and then throws him to the ground - Ground to air command throw - Hitbox limited to the area around the sword - Can be canceled into from any ground normal, 6C, and 623C - Cannot be followed up 623C: Tobeora! (Fly away!) - Ren slashes his sword upwards, glowing red - Knocks opponent away - Causes wall bounce in corner - Can hit and alter the velocity his three projectile items - Can be canceled into from any ground normal and 6C - Can combo from any B/C normals and 6C Supers 236D: Odore! (Dance) - Ren throws many of his projectiles at once - Three empty cans, two Molotov cocktails, and one concrete block - Can be canceled into from any ground normal, 6C, and special, except for 623B 63214D: Headbutt - Ren grabs his opponent and headbutts him - Command throw super - Can be canceled into from B/C normals, 6C, and special, except for 623B - Can only combo from something if close enough and on the ground → C: GO TO HELL!! - Ren charges up his headbutt for a more powerful super - Costs no extra meter - Deals up to four, maybe five, times more damage, depending on timing - Must press C when Ren's head is reeled all the way back ********** I also translated the movesets of four of the characters not in the demo. The four in question all had mostly katakana for their movesets, so I could knock those out easily. Agito of the Dark D-Button (j)D: Knife Throw Command Normals 6A: SSHAA! (It's a shout, pretty sure it doesn't mean anything) Specials 236A/B/C: Try Knife j236A/B/C: Puncture 214C: Boomerang 623C: Chainsaw (j)421C: Binding Trap Supers 214D: Hachi no Su (Beehive) 623D: Yamisaki (Ripping Darkness) Burai Yamamoto D-Button D: Ducking 2D: Short Jump 4D: Sway Command Normals 6/2 as opponent attacks: Parrying High/Low 6A: Hook 6B: Body Blow 6C: Chopping 4C: Left Straight Specials 214C: Straight Combination 623C: Cross Upper 214A/B: Flicker Jab Supers 214D: Dragonfish Blow 41236D: Freedom Punch Daigo Hotta Command Normals 6A: Toukaku (Stomp Kick) Specials 22A: Fire Hurricane! 214A: Fire Savate! (j)623A: Fire Summer! 236A: Fire Fist! (j)22C: Dragon Impact! (j)41236C: Dragon Fire! 214C: Dragon Savate! (j)623C: Dragon Summer! 236C: Dragon Fist! Supers 623D: Final Dragon Summer! 41236D: Final Dragon Fire! Kinako Tsukiyomi D-Button D: Kourei (Spirit Communication) Command Normals 6A: Grimoire☆Ectoplasm Specials 236A/B/C: Otomodachi wo Shoukaishimasu (Introducing a Friend) 214A: Shield of the Grimoire (j)214B/C: Fly in the Fry 63214A: Tasting 41236C: Kirimomi's Last (? kirimomisurasuto ?) Supers 236D: Grimoire☆Hard Punch 63214D: Takkei (Crucifixion) Seriously, Burai can parry and has a move called Freedom Punch. How much more awesome can a person be?
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Just a little thing that I noticed about proration: When your opponent's health is at 100%, your combo does 100% its potential damage (factoring move proration as well). The instant your opponent's health is below 100%, you are hit with your first health proration modifier. There appear to be two health proration modifiers at 50% health. One at 50%, and one at below 50%. Then your last health proration modifier is at around 20% health. I should mention that I'm estimating these percentages, since we have no official data, iirc. Here's the damage for Ren's 5A > 5B revolver at each state: None: 384 1st: 344 2nd: 340 3rd: 336 4th: 322
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Senna Kyoudou D-Button D: Choukaifuku (Super Recovery) - Senna takes a stance and green light circles her - While button is held down, she recovers health - Very slow at first, but increases speed after a second - Takes about seven to eight seconds to refill half of your life - Continues to heal briefly while in its recovery frames after releasing the button - Has a decent amount of recovery frames Command Normals 6A: Kiriotoshi (Slash and Drop) - A straight sword slash with good range - Can be chained into from any normal - Can combo from B/C normals - Can combo into 5B. 5C, 2C, Specials (except for Nagikaze), and Okahishousen super - NOTE: The reason Nagikaze and Nagikaze Ran can't combo from it is due to inputs (6A > 236x = SRK) - If opponent is in the air, it causes a hard knockdown - Can be jump canceled (for some reason) 6B: Kakatokeri (Heel Kick) - Senna hops forward and kicks with her heel - Can be chained from A/B normals - Can combo into C normals, 6A, Specials, and Supers - Is invulnerable to small, low attacks (such as Senna's 2A) Specials 214A: Shunpuu (Spring Breeze) - Senna hops backwards and then slides towards her opponent - Travels half screen - Hits low - Can be canceled into A/B/C followups shortly after the dash begins → A: Sakura (Cherry Blossom) - Senna twirls upside down and slashes with her sword - Combos from 214A if slightly delayed after 214A hits - Causes knockdown - Can cancel into j623D, but doesn't reach unless A followup is further delayed after 214A → B: Shoubu (Iris) - Senna jumps into the air and slashes downward - Overhead - Does not combo from 214A unless opponent is airborne - Ground bounces if on ground, slides if in air (doesn't look like it can be followed up either way) - Can cancel into j623D → C: Botan (Peony) - Senna uses 2C - Hits low - Combos from 214A - Combos into 236D and 623D if delayed after 214A hits 214C: Ibuki (Breath) - Senna performs two strong slashes - Can be canceled and combos from all normals and command normals - Can be followed up after both hits with C - Cannot be canceled into other specials or supers - If opponent is in air, causes ground bounce - Can be looped three times before attacks become void → C: Shijusen (Heavy Violet Flash) - Senna dashes twice along the ground, slashing as she does so - Combos on both the ground and in the air, though it must be timed right if opponent is in the air - Can be followed up with a combo, though the timing is stricter if opponent started in the air 236A: Nagikaze (Calm Wind) - Senna spins forward, attacking with her haori (I think that's what that piece of clothing is) - Hits five times - The fifth hit knocks opponent into air - All hits can be jump canceled - Can be canceled into from all normals, but only combos from C normals - Can combo in the air after, though the timing is stricter if the opponent started in the air 41236C: Tsubaki (Camellia) - Senna slashes the ground and creates a cyclone that will slash the opponent if they come in contact - Travels a fifth of the screen - Hits as soon as it's placed if at point blank range - Knocks opponent into air - Can be followed up on in the air - Can be canceled from any normal, but does not combo from them (j)623A/B/C: Tsukihana (Moon Flower) - Senna slashes a crescent in the air - Serves as her SRK - 623A comes out the fast and knocks opponent into the air - 623B is slightly delayed and also knocks the opponent into the air - 623C comes out fast and includes a second hit that wall bounces - 623C can be looped three times before hits become void - Air versions are the same, except that I note no difference between j623A and j623B except perhaps leap height Supers (j)623D: Okahishousen (Flying Sakura Petal Flash) - Senna performs a three-hit combo - Causes slide, but cannot be followed up - Ground and air versions are the same - Can be TK'ed - Can be canceled into from any normal, Tsukihana A/(j)B versions, Nagikaze, and Shunpuu followups 236D: Nagikaze Ran (Calm Wind Uprising) - A more powerful version of Nagikaze - Hits 18 times - Launches into air on 18th hit - Can be canceled from any normal, Nagikaze, and Shunpuu's Boton followup - If opponent is on the ground, the super can be followed up - If opponent is in the air, the super cannot be followed up Other things of note: - Second hit of jC crosses up really well, if a bit slow - Senna still has jB > jC (2-hit) > land > repeat infinite on character with large idle hitboxes, but the precision required makes it of little concern at the moment
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The combos are mainly just for fun, and unless something game breaking is discovered, I doubt the difference will be so great that practicing and figuring out combos for a character will be rendered a futile effort. And it's only five characters we can test out anyway, lol
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Honestly, I'd say it's closer to Third Strike. Of course, you can't tell that from the opening, but that's really what it is. The speed is similar. The animation style is similar. There are universal overheads. There is parrying (though assigned to buttons in this game, one high and one low). I think this current version actually has you select your super as well.
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Oh man, I remember being so hyped when the demos first came out (it's still on my PC, as a matter of fact). Now I am all hype again. The refinement to the game's look is incredibly sexy. And do I see Juzumaru with a shoulder move? Too hot. Jet and Chadha seem like solid editions as well.
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Alright, here's Rouga, i.e. the easy one to translate (lol katakana). Gonna get to work on Senna in a bit. Rouga Zenma D-Button (j)D: B-Dash - Rouga dashes towards his opponent at a high speed. - Costs one of Rouga's unique stock (max stock = 3) - Can be canceled from any normal - Can be canceled from any special in recover frames if move connects (except 236A/B/C & 623A) - Can be canceled from Wild Fang super - Can be canceled with jump or into any normal or special after initial frames Command Normals 6A: High Kick - Upward kick - Hits opponent into the air - Can be jump canceled - Can be chained from any ground normal - Combos into any ground special/super 6B: Roll Kick - Spinning jump kick - Overhead - Puts Rouga in aerial state - Can be chained from A/B normals - Does not combo from normals - Combos into j214A/D Specials 214A: Blow - Glowing fist uppercut - Chargeable - Full charge knocks opponent into air - Can be canceled from any ground normal - Can combo from B/C normals - Can combo into 214B - Can combo into 214C - Can combo into Wild Fang super 214B: Knuckle - Glowing fist hook - Chargeable - Full charge causes ground bounce - Can be canceled from any ground normal - Can combo from B/C normals - Can combo into 214C - Can combo into Wild Fang super 214C: Fang - Glowing fist straight - Travels half the screen - Chargeable - Full charge does more damage and causes slide - Blows opponent back at close range - Can be canceled from any ground normal - Can combo from B/C normals - Can combo into Wild Fang super j214A/B: Shoot - Glowing kick/drop that travels from air to ground at a diagonal - j214A comes out immediately - j214B is slightly delayed but does the same damage - If opponent in air, j214A causes hard knockdown, j214B knocks away - If opponent on ground, j214A knocks away (can be followed up in corner), j214B ground bounces - Overhead - Can be TK'ed - Can be canceled from air normals and 6B 236A/B/C: Napalm - Rouga punches the ground and a burst of energy shoots up from the ground - 236A comes out immediately - 236B is slightly delayed but does the same damage - 236C travels along the ground but comes out instantly up close and does the same damage - Can be canceled from any normal - 236A can combo from any ground normal - 236C can combo from B/C normals - Can combo into Wild Fang super 623A: Dunk - Rouga quickly jumps, snatches opponent out of the air, and slams them to the ground - Ground to air command throw - Can be canceled from any normal - Can combo from 6A and 2C 41236A/B/C: Slide - Rouga slides along the ground and ends with an upward kick - Can be jump canceled - 41236A travels a short distance and kicks - 41236B travels twice the distance and kicks - 41236C travels the same as B version but does not kick - Can be canceled from any ground normal - 41236A can combo from B/C normals - 41236B can combo from C normals - Can combo into specials and Wild Fang super Supers 214D: Wild Fang - Rouga fires a more powerful version of 236C - Blows opponent away - Travels three-fourths the screen but only hits once - Can be canceled from any ground normal and special (except 623A) j214D: Wild Shoot - Rouga uses a more powerful version of j214A - Can be TK'ed - Can be canceled from any air normal and special - If opponent in air, causes hard knockdown - If opponent on ground, causes ground bounce EDIT: A few more midscreen combos: 5B > 5C > 2C > 6A > 6B > 5B > 5C > 623A 5B > 5C > 2C > 6A > 6B > j214A/B/D 5B > 5C > 2C > 6A > 6B > 5C > jB > jA > jB > j214A 5B > 5C > j214D > 6B > 5B > 5C > 623A 5B > 5C > j214D > 6B > j214A/B/D 5B > 5C > j214D > 6B > 5C > jB > jA > jB > j214A And here's a corner starter that people can mess around with: 6A > 6B > j214B See what you guys can find :D Boost combos would be great too EDIT AGAIN: Speaking of which: 5B > 5C > 2C > 214A > 214B > 214C > D > 6A > 623A 5B > 5C > 2C > 214A > 214B > 214C > 214D > D > 623A These two actually do about the same damage (3k); but hey, who needs good meter management anyway? ANOTHER EDIT: Thanks to TSHKN for alerting me to the fact that a fully charged Fang causes slide.
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Haven't really played around with Rouga's boost mechanic much, nor have I played with his corner game. Some midscreen combos I've noted were: 5B > 5C > 2C > 6A > jB > jA > jB > j214A 5B > 5C > 2C > 214A > 214B > 214C > 214D 5B > 5C > 2C > 214A > 214B > 214C > D > jA > jB > j214A(D) 5B > 5C > 2C > 214A > 214B > 214C > D > jA > jB > jD > jA > jB > j214A
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Hella fun Ren corner combo: 236B > 236C > 5B > 5C > 2C > 236A > 623C > 2A > 2C > j2C > 2C > 214B > 2A > 2C > 623B Uses all three throwable items, 623C, j2C, 214B, and 623B all in one combo :D No clue how much BBBR will cost, but I can't wait to get my hands on Burai *drools* @SolxBaiken I could probably get around to translating the names of the character's moves (or at least translate them into romaji) in the next few days, if that helps.
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On another note, j2C can be looped twice before becoming void. Technically, the third j2C will connect, but you can't follow it up as all of your attacks will just go through your opponent. Just for silly, stupid fun; walk up point blank range, throw a can (236A) followed by his knock-back slash (623C, idk what it's actually called cuz I'm lazy like that). It'll knock both your opponent and the can in the air, but the can will bounce off the "wall" and hit your opponent in the back. So lulzy.
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For added midscreen swag: 236B > jC > 5B > 5C > 2C > j2C > 2C > 214B > 5A > 5C > 623B An additional 200 damage never looked so slick. On another note, people who hate SF-style crossunders are gonna hate Ren. His dash and where he's placed after some of his combos make it stupid easy to mix people up.
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Thanks. I tried the demo, and yeah, the game itself doesn't look like it's garbage. In fact, it doesn't really look like much of anything right now. They even said that this wasn't even an official demo, just something to tide people over. There's really no reason to judge it from this when it's just a single character in training mode.
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Can someone help me with the controls? I can move him around with the arrow keys, but I can't get him to do anything else, and I'm pretty sure I've tried every button on my keyboard . . .
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123mb file size. Key config executable. Self-explanatory. BBBR executable. Can toggle fullscreen. There's also something I think translates to "cinema scope" that can be toggled when fullscreen is on. I'm not knowledgeable enough to know what it is. Can switch between 16/32-bits, and can turn the high-res filter on/off. Game executable to start the game. Logo screen & menu screen. No BGM at either screen. Vs, Training, Option, and Exit selectable. Story mode is grayed out. Option menu contains difficulty, round count, and sound options. Music at character select screen. Ren Idagawa added along with characters from the previous builds. Character intros present and stages feature music. Gameplay from alpha versions is largely intact (same speed and general maneuverability and setup). Training options all intact. Gems are back, which fill up universal meter. D-button (4th button), controls both the characters unique action and is used in super inputs. Ryouga has a unique meter that lets him burst. Similar to the first game, but more limited. Only works one way in either the air or on the ground, regardless of directional input. Senna's unique action regenerates health. Starts off slow, then increases in speed. Her 623C loop was solved by making the wall-bounce hit void after a couple loops. Kunagi's unique action builds meter at a fast rate. Her 236A (the move that causes her to dash forward, followed by a delayed wave) now has a 214A counter part, which dashes backwards instead. Seems like it would be a good way to handle pressure midscreen. Her normal dash stays grounded (I think it went slightly up, like Morigan or I-no, but can't remember for sure). Miyazato, as far as I can tell, has no unique ability. She only hops, doesn't dash (I don't think this changed from the previous versions, but wanted to note the difference). Has a 63214C move that causes the whip to spin around her. Ren is similar to his BBB counterpart. He has his throwable items, his shoulder rams, his ground-to-air throw, and his uppercut. He also has his throwable items super, along with a headbutt command grab super. Light version of shoulder ram whiffs. Medium hits. Heavy knocks away. Think Yun/Yang's palm thrusts in SSFIVAE. He has no unique ability that I can see. His dash is also a hop, but a very long one.
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Site updated to say that the demo will be out 10pm (Italian Local Time, or whatever it's called).
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http://aja-games.com/products_BBBR/ Main website is up. It's pretty empty right now, but it's nice to see it made.
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The thing I love most about the screens is that they seem to confirm that the P-Gauge is no more. I hated that about BBB. About the text part of the post itself, I don't really feel like trying to translate it into legible English, so I'll just summarize: When the game starts up, it automatically searches for updates. There's going to be information of some kind regarding character voices on August 14 (so yeah, at Comiket 80). Seems like network play will be made available (or will at least in some way be detailed) this September. Kojiro will be added via update post-release. There's other information available, but it's late at night where I am and I can't really decipher it when I'm tired. We're apparently going to get another test version in a few days.
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Kamui was already shown in some of the screenshots shortly after BBB2 was announced. http://aja-games.com/pict/bbb2/SS_02.jpg
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Really liked that black/yellow Hakuowlo in the gamechariot set. Also, lol, shadow would use Riannon.
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Two more:
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Here are a couple videos uploaded by gameacho:
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Arawn's animations are so lulzy.
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It's not that 5C lifts them too high, it's that you are too far away to get in a second 6C. Note that in the corner you can Jayoku > 66 214D~~C > 66C > 66 5C (1 hit) > 6C > whatever. That's because, by turning around in the corner you are close enough to get that second one out (and even more depending on the character you are up against. Midscreen, however, you can only do it once because you are simply too far away to get a second one in. However, you can use j7D > Jakou after throw, even without having used 214D~~C. So something like the following should work: jB+C > (land) 214D~C > 66C > 66 5C > 2C > 6D > 4D > j7D > (land) 623D > j6D > 66C > 66 2C > jCx5 > (land) 5C > 623D > 66 3C > 632146C
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Yes, though I don't even think it has to be at absolute max range. It just can't be right up on them. Reason being that 3C causes float now.