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Myoro

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Everything posted by Myoro

  1. A nifty trick to find P1's and P2's on moves that you believe have changed those values: Using the formula {([P1 + P2] / 2) * 100 = CT Damage} you can find out any of these values. Any one hit comboed into 5A+B will make the 5A+B do the first hit's P1 + P2 / 2 times 100. For instance Rel's 5B>5A+B makes the 5A+B do 890 damage and because Rel's 5B has 100% P1 the P2 must be 89%. With a little math, anything with with a known P1 can have its P2 found this way, and vice versa is true. I can find 2C's P2 with a little math and do 5B>2C>5A+B All I need to do is find X in {([89 + "X"] / 2) * 100 = CT damage} or more simply put: {([CT damage/100]*2) - 89 = 2C's P2} and I have it simple as that. Note that this calculation only works because 5B has 100% P1, if you're trying to find the second move's P2 with a move that doesn't have 100%P1 as a starter you have to do: {([CT damage/100]*3) - the first move's P1 added to it's P2 = the second move's P2} If I want 2C's P1 I can do the first type of calculation again. In 2C>CT the CT will do "2C's unknown P1 + 2C's now known P2 / 2" multiplied by 100 Fun and easy P: This is here to help anyone editing the wiki. Oh and to set this up, put the opponent to non-tech and display damage in training mode. Make them jumping if need be. EDIT:My math AND English were bad. I'm really sorry. I shouldn't post this late. I fixed it. Remember boys and girls at home, review and edit your papers before you turn them in. Don't be a Myoro.
  2. Oh shoot that's community editable? I should update the Rel forum with the stuff I find. I can't do much in the way of pictures of moves but I'd like to add stuff in. For instance although Rel's 3C is not jump cancel-able it's now only -4 on block. I know how to test start-up and recovery (when a move is -2 or more) how to find P1 and P2, the cancel options but the rest, (IE when moves get their various invincibility or guard-point traits or lose them, actives on moves, exact hitstun data and blockstun data for projectiles and things that are higher than -2 frame advantage and distortion stuff in general with superflash and all that) I've got no clear idea on, but I'll prolly think of something... Anyone with clear knowledge of how to test all this should tell me. I'll try to be as accurate as I can but I do make mistakes and someone should double check my stuff if possible. EDIT:Other things I'd like to calculate is exact heat gain values down to the hundredths decimal, exact frame values on heat cool-down, how heat proration works in general since it's been in BBCP this whole time and we've never discussed it, and how to calculate eachhits frame data in some multi-hit moves like 5C, 214C, 236D, j.214B, ~j.214B, and duo bios. SECOND EDIT: Ooh also the finite details on how the combo timer system even works. Like at what fram in an N combo do we lose "X" amount of hitstun and such. An exact idea of how SMP affects a combo would be cool too. IE "30% proration loss or 200 frames reduced from combo before next hitstun decrease on this moves SMP." THIRD EDIT REVENGE OF THE SITH: oh and also what the CH window on a move is. There've been times I've been sure Bang or Hakumen have been in the middle of their j.2Cs and not been CH'd
  3. Anybody know when the next lokes or the next time we'll get info of any sort will be?
  4. Wonder if that'll stay that way to the final version. I'd certainly be disappointed.
  5. ロケテレリウスの確認メモ ・3C>レイスと2C>レイスが繋がるか ・お互い端の状態でコマ投げして、追撃可能かどうか ・今日中途半端に終わった端コンを試す。6A〆したい ・回収コンを完走。問題なく回収できるか再度確認 CFレリウスのレイス、浮いてる相手に2ヒット当てようと高さ調整すると硬直のせいで5Bで拾えないか拾うのが凄く難しい。何回か挑戦して無理でした。 例)5B>3C>6D>2C>6C>レイス>5B>5C>エリアル~ レリウス感想2日目その3 ・地上6C>レイス繋がる ・空中2C>6C>ノーズ繋がる ・4DとJ2Dは10回打つと壊れるか微かに残るかのライン ・端のロイガー回収コンは硬直に慣れず青くなったが、空ナイ〆で全快までいけそう ・CT>カースは紫!がでたので、コンボに組み込むのは無理 レリウス感想2日目その2 ・ODカースは通常時と変わらない? そこから5B>5C>ロイ>ハス>5B>5C>4D>6A>通常テードで3400くらい ・エクシードに確反はなさそう レリウス感想2日目 ・ルギアはタメできず。下段属性でもない。6C>ルギアも繋がらない。 ・人形ゲージは2Dを6回振ると破壊。6Dを8回振るとギリギリ。9回打つとギリギリ残るか壊れるかのライン。 ・母回復は通常時に回収して4秒程度で回復開始 O translation gurus, change this wall of moonrunes into legible words so that we may bask in the knowledge it bestows!
  6. Myoro

    [CPEX] Azrael - Combo Thread

    What's the best combo off of Blocked 3C>Rapid>IOH j.A without weakpoints?
  7. So taking a break from CF talk, is there any ETA on accurate frame data for CP2.0?
  8. Any Relius observations would be super welcome, specifically on his normals (any obvious changes, added or changed moves) and his 214A 214B 214C 214D and 236D specials.
  9. That's prolly where the confusion started XD. I was sent this to get translated and I was like 2DC? 6DC? the heck? Thanks for the info SOWL you are the best!
  10. I think the part two of that might be Kagura changes not Rel! O_o Kagura has been mentioned to have all of those found in the second part and the 3C>2DC/3C>6DC part doesn't make sense for Rel '_' "
  11. Crud I edited the trans in when I edited in the second part accidentally. I'll fix it. Edit Fix'd.
  12. Somebody translate this please: BBCFレリウス感想 ・コマ投げ追加 ・ザインが壁バンではなく手前に戻ってくる ・ルギアの発生鈍化? ・エクシードがダサい ・アクティブフロウは固めじゃ付かない ・母さんゲージが大きくなった 続き ・3Cから2DCも6DCも繋がらない ・jcは変わらず ・6Aからガト追加は無し ・JC発生鈍化、レリウスに昇りで当たったけどほんと遅い ・5C、2C、6C発生高速化、めっちゃ速くなってる いじょ
  13. 'Baki changes, dunno how legit they are. https://www.evernote.com/shard/s613/sh/59717f13-d81a-4158-8726-558bda9133fe/247d99e16a761d91e0434f7ef8194e63
  14. Also Rapid is an option for Teru most of the time.
  15. Sorry to burst your bubble mate, but astrals weren't listed there. What you saw was prolly command grab distortion. Exceed Accel is a new game-play mechanic which acts like a distortion and is done by pressing ABCD in OD. It doesn't seem to cost the usual meter and instead ends OD. Does like 2K Raw but Active Flow, Another new mechanic that acts like a reverse negative penalty and buffs burst regen for the aggressive player, also buffs Exceed damage and makes the moves flashier.
  16. It has a few times I think. I think Terenezza was added in Carl's second 1.0 loke but I really can't remember. There's also the unknown added command normals and things like characters getting new moves in patches, like Kokonoe's rocket. So don't fret too much.
  17. Nah the symbols for "air okay" is that grey box next to the move's name with moonrunes in it. (Rachel has it next to all her moves names, Jin has it next to his first to listed moves (236A and 236D) and his second distortion (632146D)) When it's air only the same runes can be found next to the move itself Like Ragna's 214C. Tao hasn't got these letters anywhere in her [2]8D so it's likely that it's not air okay (and who'd be sadistic enough to make a charge move mid air only (Kagura's new one doesn't count))
  18. Well she was coming out of a cat jump sprite while doing it in a cat jump floating motion, and she did it in mid air which [2]8D cannot be done in, so I'm guessing it's a normal. I think they're just saying that TRICK EDGE lost its [4] and [6] versions and just has the [2] version and [5] version now but I could be wrong. Edit: I meant Trick Edge not Cat Jump lol.
  19. Carl lost Tenerezza or however ya spelled that. Also, yo if Haku can cancel sheild into command throw like he can with his other stuff it might be like old times. Other people I don't have movesets memorized completely, so I haven't caught what they may have lost lol.
  20. The move Tao did out of cat jump in the trailer also seems to not be on the command list so is likely another new normal (likely j.2C or something.) I can't wait for lokes. I hope we get some Rel players checking things out this time around.
  21. Is it just me, or would that not be so bad? B follow-up might become an honest DP were that the case.
  22. Yup I'm just seeing things I compared it and it's not blue just slightly shade because it's close to the bottom of his list.
  23. That's odd too because ギラ ノ-ズ which is highlighted blue happens to already be our 214D. Unless it doesn't say the command it changed to... Or maybe I'm colorblind.
  24. I get that the moves highlighted red are new, but what of the blue ones? Also Rel's 236D no longer spells Geara Act, if my moonrunes is still good, so I assume it has indeed become the command grab (Geara Kasu?) So much I need to know.
  25. ITT: we talk about unfinished gameplay mechanics that we haven't even seen in action ruining an untested 65% finished game. Let's assume the lokes and the dev's common sense will be somewhat effectual in the days to come. OD didn't beak the game when it was added, OD raid though unpopular did not break the game ether. Let's have some faith here.
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