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gamedefier

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About gamedefier

  • Rank
    Dead Spike? More like lag spike!
  • Birthday November 8

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  • Interests
    Fighting games, duh.

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  • Location
    United States
  • PSN
    lolrus2010
  • SteamID
    gamedefier

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  1. gamedefier

    [BB:TAG] News/Gameplay Discussion

    Seeing as there still isn't any character forums for BBTAG and that this the most relevant thread for this info, I'll post this right here (though mods are free to delete this if game play analysis doesn't belong in a news thread). Just some stuff I found about the P4 cast while playing the beta. Yu Narukami's revolver action (or P combo as they called it in P4A) is surprisingly similar to what he had in P4AU. He can cancel 4A (old 5A) to 2A and back (or vice versa) and still continue on. EX: 4A > 2A > 4AAA > Light Zio. He can then move on to his old heavy chain of 2B to 5A (old 5B) to 5AA (old 5C). The difference now is that the heavy loop is like his light loop so 5A can go to 2B and back (or vice versa) but now if you try 5AA to 2B to 5AA again, only the 5A will come out. It appears Narukami is restricted to one 5AA per string like his 5AAA (old 2C). EX: 5A > 2B > 5AAA > Heavy Swift Strike. EX: IAD j.5AA > 4A > 2A > 4AA > 5A > 2B > 5AAA > Heavy Swift Strike. (Assists can extend this, Resonance Blaze allows for Super ender) As far as I can tell, the only changes to his revolver action is that 4AAA (his old last auto combo normal P4A or his Shadow's last auto combo normal in P4AU) is now placed within the same chamber as his 5BB (old 5DD) (old 2D was also in the same chamber but is no longer usable as a normal, only as an assist, which is his back assist, or 4P), his 5AA is now in the same chamber as his 5AAA, and that 2C (his old 2AB) is now the last normal in his string (couldn't be used once he began using persona normals and could only cancel into 2D). TL;DR: The revolver actions of Persona characters is largely the same as it was in P4AU, only now they can still do sweep after doing their last auto combo normal and sweep is the very last normal you can cancel into in a single string. Minor changes exist between characters but this holds true for the most part.
  2. gamedefier

    [BB:TAG] News/Gameplay Discussion

    A survey about BBTAG was recently released by Arc System Works where players can offer feedback about the game. In it you can rate the difficulty and fun factor of the game's mechanics and also suggest characters for the game. One section is for suggesting BB, P4A, UNIEL, and RWBY characters while another is for characters outside of these franchises. Here is a link to the survey: https://business.form-mailer.jp/fms/b8a3b5b877261 PLEASE MENTION INCLUDING AN ENGLISH DUB IN THIS TITLE IN THE FINAL SECTION! We may get one for the RWBY cast or even the entire roster, but I'd like to avoid the BBCF debacle this time around. I totally forgot to add it when a friend told me after I completed the survey and I felt so stupid.
  3. gamedefier

    [BB:TAG] News/Gameplay Discussion

    In P4U the auto-combo system gave everyone a unique normal string (normals that could only be done in the auto-combo and no inputs exist to use them outside of it i.e. Narukami's 5AAA must be preformed by doing 5A > 5AA > 5AAA) that usually consisted of three attacks though some characters have more. Additional light attack inputs would result in a special attack (for Narukami it was his air light Raging Lion special) and after that a super if you had the meter for one (again for Narukami it was light Ziodyne). This auto combo could be used on it's own for those who don't know how to combo, but, unlike the auto-combo system of BB or even the recent Marvel VS. Capcom Infinite, this auto-combo could be used within other combos. Here is an example from P4AU with Narukami, with brackets showing where the auto combo is: (In corner) (Fatal Counter): Heavy Raging Lion > [5A > 5AA > 5AAA > Air Light Raging Lion] > 5A > 5C > 2C > Heavy Raging Lion > Cross Slash. I like the idea that the auto-combo is a tool for players of all skill levels rather than just a crutch for inexperienced players. Also, no walking? Will this hurt footsies and spacing with characters who need micro-adjustment (like my boi Hakumen)? What about characters who can't run in the first place (also like my boi Hakumen)?
  4. gamedefier

    [BB:TAG] News/Gameplay Discussion

    So is anyone in this forum going to the New York Comic Con? I'm sure we would all like to get some info on the game's mechanics as soon as possible and having someone with experience playing Arc System Works fighters would result in the most accurate analysis of how the game will play. I wonder which game's system mechanics will be most dominant. If I had to guess my money would be on blazblue seeing as it is in the title. I imagine it will use the four button layout of light, medium, heavy, and drive (or its equivalent). Personally, I hope P4A's auto-combo system returns here. It was way better implemented than BB's stylish system IMO. Did UNIEL have something similar?
  5. gamedefier

    [CF] Ragna Ver.2.0 Changes Discussion

    The update just dropped and I did some labbing. Seed of Tartarus has a minimum damage of 305 damage outside of Active Flow, 60 for the first hit and 245 for the second hit. In Active Flow, the minimum damage becomes 643, with the first hit doing 66 damage, the four repeating hits doing 77 damage each, and the last hit does 269. Honestly, I was expecting a little bit more, like 400 damage without Active Flow and 800 damage with it. Still better than hitting for 100 damage though. I tried to see if I could invul through Nu's 2D with both air and grounded Blood Scythe but kept getting hit. I thought we got invul frames versus all non-anti-air moves. I also thought Nightmare Edge got a damage nerf, yet I'm seeing increased damage instead. I don't even know what's going on anymore.
  6. gamedefier

    [CF] Ragna Combo Thread

    It turns out that the reason the combo didn't work was simply because the opponent needs to be at the max height that OD Carnage Scissors can connect at and Ragna must be hugging the corner. Here are some much more practical versions of the scratched out combo. First with minimum overdrive time. (In Corner): 5B > (2C) > 5C > 6A > OD Cancel > Dash-in, Delayed, 5D(1) > OD Carnage Scissors > 5B > 5C > 6A > sjC > jD > djD > Nightmare Edge > Follow Up. Damage : 4784 (4754). In Active Flow : 5262 (5229) This next combo requires max overdrive time. (In Corner): 5B > 5C > 6A > OD Cancel > Dash-in, Delayed, 5D(1) > OD Carnage Scissors > 5B > 5C > 5D > Not Over Yet > Seed of Tartarus. Damage : 4843. In Active Flow : (5818) The delayed 5D(1) must connect at the highest point possible. This means it must hit as late as possible. This combo doesn't work on everyone, as some characters such as Jin and Kagura only take the first hit of the multiple soul eater hits of the OD carnage Scissors, both reducing the damage dealt and preventing any follow-ups.
  7. gamedefier

    [CF] Ragna Combo Thread

    You know how Ragna can combo into OD D Inferno Divider after OD Carnage Scissors in the corner? I found that you can also use 5A in the same situation in order to continue a combo. It doesn't lead into as much damage as the aforementioned combo route, however the 5A route works off of the minimum overdrive time, meaning that this route doesn't depend on having low HP. The downside is that in order for that 5A to combo into anything else, you must have a lot of remaining hitstun or else the opponent can tech immediately after the 5A. Starting with a fatal counter allows you to use this route later into a combo, allowing for more flexibility. For example: (In corner) : 5B > (2C) > 5C > 6A > OD Cancel > OD Carnage Scissors > 5A > 5B > 6A > sjC > jD > djD > Nightmare Edge > Follow-up. Damage : 4464 (4493) From my testing and comparing to Ragna's frame data, I have found that the only moves the can connect after a cornered OD Carnage Scissors are 5A, 2A, and D Inferno Divider as they have 7 frames of startup, while the closest move in terms of frames, 5B, which has 8 frames of start up, cannot hit the opponent before they hit the ground. If only we got just 1 more frame of air time, then we could use 5B for optimal damage and combo proration... EXCEPT a strange case I came upon during my testing versus Noel. I found that under certain situations, 5B can be used after OD Carnage Scissors. The following combo requires near max overdrive time. Example in question: (In corner) (Max range where this combo connects) : Counter-hit 5C > 6C > OD Cancel > OD Carnage Scissors, when opponent is at max height > 5B > 5C > 5D > Seed of Tartarus. Damage : 5408 Honestly, the only explanation I can give is that, when preformed properly, the hurtboxes of Ragna and Noel bump into each other, resulting in Noel being pushed upwards the tiniest bit, giving us the additional frame of air time that we need to connect 5B. I have been able to replicate this phenomenon against Rachel, but failed to do so against Jin. Perhaps this is character specific?
  8. gamedefier

    [CF] Ragna Ver.2.0 Changes Discussion

    The patch notes said that all EA's have minimum damage now. Can anyone test Ragna's Seed of Tartarus EA and see what its minimum damage is? Also, is this minimum damage universal or does each character have a unique amount of minimum damage?
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