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Old 05-13-2008, 12:55 AM
#1 Default BlazBlue News and Info Thread
......
Future Noel Master
 
This topic is solely for posting news Items and supplementary information

There. I made a new blazblue thread because we all know the old one was getting pretty messy and off-topic. This one should be all about new information on BB and discussion thereof.

I'll be starting off with this first post, which I'll update as needed with basic information.
*ahem*
Japanese Official Site
http://blazblue.jp/

Japanese Wiki
http://www40.atwiki.jp/blazblue/

Japanese BBS
http://jbbs.livedoor.jp/game/45148/

US Official Site
http://blazblue.jp/us/index.html

Aksys Games BB Site
http://aksysgames.com/bba/

Location Tests Announcements
http://am-net.xtr.jp/game/profile.cgi?_v=1201079578

Some Famitsu articles about the latest characters:
http://www.famitsu.com/game/news/1216992_1124.html
http://www.famitsu.com/game/news/1217089_1124.html

Confirmed Gameplay Features

Heat Gauge
- Equivalent to Tension Gauge, broken into quarters on screen.
Barrier Gauge - Used to power your "Barrier", which is equivalent to Faultless Defense. Gradually regenerates after using.
Barrier Crush - When Barrier Gauge hits 0, it is temporarily disabled and you will take extra damage until it comes back.
Barrier Burst - Equivalent to Bursts. Knocks enemy away and reduces your Barrier Gauge to 0, but temporarily raises your attack. Done by pressing all 4 buttons, and can only be used once per round.
Distortion Drives - Overdrives/Super Moves, uses 50% Heat Gauge.
Drive Button - Allows each character to perform a special action specific to that character, and is very important to how that character plays.
Rapid Cancel - Equivalent to Roman Cancels. Takes 50% Heat Gauge and is preformed by pressing Weak+Med+Strong.
Counter Assault - Equivalent to Dead Angle. Takes 50% Heat Gauge and is preformed by pushing forward+Weak+Med while guarding.
Throw/Throw Break - Done by pressing (Backward/Forward +) Weak+Med.
-> All throws are comboable in BB, including 360s and supers (which should probably be fixed, at least for supers). All are more easily techable if they are comboed.
-> Throw breaks are easier than in GG.

Recovery - Just like recovery in GG, except you can also do a "roll recover" when knocked from the air to the ground.

CURRENT MOVELIST TRANSLATION
Translators: ......, DoragonKoroshi, Suzaku, rtl42, umgogo (from SRK)


Ragna the Bloodedge Movelist
Dash-cancel (only certain moves?)

Command Normals
6W -- launcher, JCable, anti-air
6M -- must be blocked high
6S -- 2-hit attack (2nd hit launches), JCable, DCable (dash-cancellable)

(Drive) Soul Eater: D, 6D, 2D, j.D -- health regain on hit; dash-cancellable (?)

Special Moves
Inferno Divider: (j.)623S/D -- uppercut attack
-> Upper: 236S
->-> Brush Aside (during Upper): 236S -- wallbounce
->-> Heel Drop (during Upper): 214S -- knockdown
Hell's Fang: 214W -- dash punch
-> Addition: 214D
Gauntlet Hades: (j.)214M -- must be blocked high
-> Rising Kick: 214D (during Gauntlet Hades)
Dead Spike: 214D

Distortion Drives
Carnage Scissor: 236236D -- 2 hit attack (charge -> lunge), the charge is invincible (will go through projectiles)
Blood Kain: 214214D -- enhancement technique (i.e. Dragon Install); continuously drains Ragna's lifebar for a set period of time
-> Dark Devour: 214214D (during Blood Kain) -- throw attack; large health regain on hit (in the latest loke test, it was apparently 50% health regain!); ends Blood Kain on whiff

Combos
W-M-S xx Carnage Scissors or any special xx follow-up
2W-M-S-2S xx 214W xx 214D
(2W (repeat) - ) M-6W -> j.M-S -> dj.S-D xx 623S xx 236S xx 214S
(2W (repeat) - ) M-S xx 214W RC > M-6W -> j.M-S -> dj.D xx 623S > 236S > 214S
throw > 214W/214M xx 214D
(corner) throw > 623D xx 236S xx 214S

Jin Kisaragi Movelist
*** Apparently, some inputs have been changed as of the San Diego loke test, but nothing new is up on the official site, so I'll leave it as is, for now.***

Ground Throw -- freezes the opponent; puts them into a stagger state that can be wiggled out of to reduce hitstun

(Drive) Frostbite: D, 6D, 2D, j.D -- on successful hit, opponent freezes

Special Moves
Hishyou Ken (Flying Ice Sword): (j.)236W/M/S -- projectile
Fubuki (Blizzard): 28W/M -- anti-air
Rehhyou (Ice Splitter): 28S -- anti-air
Musou Senshyou Zan (Mist Lance-Sharp Crystal Cutter): (j.)214W/M/S
Sekka Jin (Snowflake Sword): S (mash)

Requires at least 25% heat gauge
Hishyou Geki (Flying Ice Attack): (j.)236D
Hiren Sou (Joining Ice): 28D -- can be charged
Musou Tosshyou Geki (Mist Lance-Piercing Crystal Strike): (j.)214D

Distortion Drives
Touga Hyoujin (Frozen Fang Ice Blade): 236236D
Hiyoku Getsumei (Ice Wing Moonlit Song): 214214D

shtkn's Comments and Observations following the Anime eXpo 2008 loke test

shtkn's Comments and Observations following the EVO2008 loke test

shtkn's Comments and Observations following the San Diego Oct. 4th loke test

Noel Vermilion Movelist
Command Normals
6W -- JCable, floats; because of the start-up and reach, it's a good anti-air kick, and depending on the circumstances, it can lead to air follow-ups
6M -- fast; must be blocked high; gatlings out of 5M; special cancellable into Fenrir
3S -- sliding shot; must be blocked low; low profile hitbox allows you to dodge various attacks
6S -- diagonally-upward attack that hits twice; 1st hit is JCable; 2nd hit is air unblockable

(Drive) Chain Revolver Activation -- 1st Style
D -- Upper-body invincibility (can dodge high attacks)
2D -- shoots while somersaulting in the air; low invul; must be blocked high; main attack
6D -- trip that moves forward; must be blocked high; does not knock down
4D -- pulls back and launches; main use is to make charging attacks whiff (not 100% sure)
j.D -- shoots directly below; guard break
Any of the above 5 attacks will begin a special chain relay attack.

(Drive) Chain Revolver: Relay Attacks
1) Fio 2) Uru 3) Son 4) Ansu (I think this is how the naming system for her relay attacks works, but I could be wrong)
W -- chain relay "filler"
6W -- "filler"
M -- mashing on M before the attack is unleashed increases pushback (???)
6M -- heel drop; one-shot attack that comes out fast; must be blocked high
S -- causes lots of pushback
6S -- multi-hit attack that must be blocked high and low; main use is for guard crushing
D, 6D, 2D, and 4D -- see above section
During chain revolver, up to 4 inputs can be input, but you cannot do the same input twice in a row. At any point during the relay chain, you can special cancel and end the relay chain. However, if you special cancel out of the relay chain, you cannot cancel into the Chain Revolver Finishing Attacks. (not 100% sure on the last sentence)

(Drive) Chain Revolver: Finishing Attacks
2nd Style - Bloom Trigger: 236D -- moves forward and is difficult to avoid blocking
5th Style - Assault Through: 214D -- moves forward a lot and attacks from behind; great counterattack if you can read your opponent
3rd Style - Spring Raid: 28D -- launch; follow-up possible in the corner

Special Moves
11th Style - Optic Barrel: 236W/M/S -- ranged attack, distance varies with attack input
13th Style - Revolver Blast: j.236S -- goes upside down and shoots 3 times; air combo ender
9th Style - Muzzle Flitter: 214W -- throw attack vs. standing opponent only; "impossible" on moving opponent; can also catch and pull down an opponent during a small jump

Distortion Drives
Zero Gun - Fenrir: 236236D -- shoots straight up; combo finisher if the gun muzzle hits
Bullet Rain > Zero Gun - Thor: j.236236D

Combos
W-6W -> sj.M-S(1)-M -> dsj.M-S(3) xx 236S or 236236D
Forward(?) Throw or Air Throw or 214W or 3S -> r.2W-6S(1) -> j.W-M -> dj.M-S(3) xx 236S or 236236D
(Counter Hit) S or 2S-D -> {W-6W-W-6W xx 236D}
2D-W-6W-6S xx 236236D
(corner) D or 2D -> {W-6W-W-6W xx 28D} -> r.6W -> j.W-M -> dj.M-S xx 236S or 236236D
Chain Drive Starter -> {W-6W-W-6W xx 236D}
(corner) Chain Drive Starter -> {W-6W-W-6W xx 28D} -> r.6W -> air combo
Chain Drive Start -> {W-6W-6W} -> 236236D

Possible standard air combo?: j.W-M -> dj.M-S(3) xx 236S or 236236D

Iron Tager Movelist
(Drive) Voltec Battler: D, 2D, j.D

Special Moves
Gigantic Tager Driver: 360W/S (charge possible)
Atomic Corridor: 623S (charge possible)
Sledgehammer: 236W
-> Additional Attack: 236W
Spark Bolt: 41236D (uses full "Charge Gauge")

Distortion Drives
Magnetic Wheel: 236236M
->Tera-Break: 236236M (uses another 50% heat gauge)
Genesic Emerald Tager Buster: 720S (charge possible)

MikeZ's Comments and Observations following the Anime eXpo 2008 loke test

Taokaka Movelist
(Drive) Dancing Edge
D: Horizontal dash
2D: Diagonally-upward dash
4D: Hops backwards in a "loose" parabola (so that she can charge)
j.D: Roughly 30-degree dive
j.2D: Deep 45-degree dive (no rebound on hit or block?) [question mark original]
j.4D: Drops straight down very quickly; after landing, dashes horizontally
j.8D: Diagonally-upward dash

(Drive) During Dancing Edge
W: Sudden stop
M: Horizontal dash that stops right in front of the opponent (not sure about that)
S: Jumps just above (the opponent)
On hit or block
6 (forward): Forward rebound (can be repeated)
not 6 (any direction except forward): Backward rebound (can be repeated)

Special Moves
Neko Soul One!: 236W ("mashing" possible)
Neko Soul Two!: (j.)236M ("mashing" possible)
Neko Soul Three! 236S (charge, "mashing" possible)
Finishing Neko Demon Ball!: 214W/M/S (only the Strong version can be charged)
Neko Leap!: 214D
Tao Pittan!: 214D (from the corner, charge possible)
Damashing Edge!: [2]8D (then 2 or 4)

Distortion Drives
Neko no Jinjikiden - Hexa Edge (A Cat Becomes Human - Hexa Edge): 236236D
MettaMeta No GittaGita!: 214214D
Hobo Nibiki Ni Naru! (Almost becoming Two!): 236236M

MikeZ's Comments and Observations following the Anime eXpo 2008 loke test

koogy's Comments and Observations following the EVO2008 loke test

Rachel Alucard Movelist
Command Normals
6W
3S

(Drive) Silpheed: Neutral or any direction +D (also in air)

Special Moves
Tiny Lobelia: (j.)236W/M/S
Georg XIIIth: (j.)214W
Impish Gypsophila: (j.)214M
Sword Iris: 22W

Distortion Drives
Baden-Baden Lily: (j.)236236M

Combos
(M -) 6W-M -> j.M-S -> dj.M-S xx 236W
(M -) 6W-M -> j.M-S -> dj.M-S-8D-S xx 236W
(M -) 6W-M -> j.M delay S-9D-M-W-W-M-S xx 236W or M-W-W-B > air throw

2W-M-3D-3S xx 236W RC aerial
2W-M-D-S > "additional" S xx 236W
*Silpheed is possible after M, as well as S and 3S.

2S -> aerial

(Corner) Throw -> 236236M~
Throw -> 236W RC -> aerial
Throw RC -> r.M -> aerial
(With lightning rod in place) Throw -> 22W or 236236M~

(Air CH) 236W/M/S -> 22W
(Air CH) 236W/M/S -> 236236M -> j.D or iad.j.M-S |> aerial

*I don't know what the wiki means by "aerial", but presumably this means "air combo".

Zaido's Comments and Observations following the Anime eXpo 2008 loke test

shtkn's Comments and Observations following the EVO2008 loke test

Zaido's Supplemental Comments to shtkn's Comments

Arakune Movelist
(Drive) Crimson: D, 2D, 6D, j.D

Special Moves
Zero Vector: j.236D
If P Then Q: (j.)214W/M/S
y.two-dash: j.236S
<unknown>: 236M

Distortion Drives
f of g: j.214214D
f-inverse: 236236S

shtkn's Comments and Observations following the EVO2008 loke test

Litchi Faye Ling Movelist
(Drive) Mantenbou

(Drive) When mantenbou is set
236W
236M
236S
41236D

(Drive) When holding mantenbou
41236D -> additional attack W or M or S
623D

Distortion Drives
When not holding mantenbou 236236D
236236S
When holding mantenbou 214214D

Bang Shishigami (獅子神萬駆) Movelist
Command Normals
6W
6M
3S
6S

(Drive) Burning Heart: D, 2D, 6D, j.D

Special Moves
Shinkuu Reppuu Bang Otoshi: 623S
Shouten Funsai Bang Otoshi - Kai: j.623S
Bang Soushouda - Kongou Hoko: 646M
Bang Soushouda - Tengou Hoko: j.646M
Bang Shuriken-jutsu: j.236W/M/S
<unknown>: 214W/M/S/D

Distortion Drives
Shishigami Ninpou - Chou-ougi - "Bangu Kassatsu Daifunka": 2363214S
Shishigami Ninpou - Kyuukyoku Ougi - "Bangu Fuurinkazan": 214214D (requires full fuurinkazan "meter")
Shishigami Ninpou - Zetsu Ougi - "Bangu Rankajin": 214214M

shtkn's Comments and Observations following the EVO2008 loke test

Combos
2W xN -M-2M-2S xx 646M or 2363214S

Short update from Mike Z from the San Diego Oct. 4th loke test

Move Translations
真空烈風バング落とし = Shinkuu Reppuu Bang Otoshi <=> Vacuum Gale Bang Drop
昇天粉砕バング落とし・改 = Shouten Funsai Bang Otoshi <=> Ascending Smashing Bang Drop
バング双掌打・金剛戟 "=" Bang Soushouda - Kongou Hoko <=> Bang Double Palm Strike - Thunderbolt Spear
バング双掌打・天剛戟 "=" Bang Soushouda - Tengou Hoko <=> Bang Double Palm Strike - Heavenly Power Spear
バング流手裏剣術 = Bang Shuriken-jutsu <=> Bang Shuriken-style
獅子神忍法・超奥義・「萬駆活殺大噴火」 "=" Shishigami Ninpou - Chou-ougi - "Bangu Kassatsu Daifunka" <=> Shishigami Ninja-style - Super-Secret Attack - "Bang Life or Death Great Eruption"
獅子神忍法・究極奥義・「萬駆風林火山」 "=" Shishigami Ninpou - Kyuukyoku Ougi - "Bangu Fuurinkazan" <=> Shishigami Ninja-style - Ultimate Secret Attack - "Bang Fuurinkazan"*
獅子神忍法・絶奥義・「萬駆嵐禍陣」 "=" Shishigami Ninpou - Zetsu Ougi - "Bangu Rankajin" <=> Shishigami Ninja-style - Beyond Secret Attack - "Bang Storm Disaster Formation" (this one's pretty tenuous...)

*"Fuurinkazan" is an expression that means: "as fast as the wind, as quiet as the forest, as daring as fire, and immovable as the mountain." Do a Wikipedia search for more detailed information.

Carl Clover Movelist
236W/M: roll; can cross-up; M travels further than W.
623S: chain-claw that travels along the ground and launches on hit; combos from 5S.
j.214S: multi-hit attack with spikes in/from his cape; possibly an air combo ender?

(Drive) AutoMaton
2D
1 or 3D ?
6D: "big punch"; super armour? wallbounce? air combo follow-up?
63214D: wind-up -> dash-punch; hits around 7 times; slow start-up, lots of block/hitstun.
41236D: command throw; makes the opponent aerial; 2 hits? comboable?
22D: teleports Nirvana to Carl's location.
623D: Nirvana uppercut.

Distortion Drives
632146S: similar to Jam's "puffball super", this super hits with mechanical gears a bunch of times; seems like it can be followed up with an air combo.
236236D: Nirvana moves forward slowly and does a lot of punches, letting Carl move in for a mix-up; very similar to a Tandem Attack from any character in JoJo's Bizarre Adventure with an active stand.

Dontuel's Comments and Observations from the San Diego Oct. 4th loke test

HP Values


Source: http://s1.zetaboards.com/blazblue/pages/01/#hb
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It's all about the EXP.

Last edited by Lil Sassy; 06-27-2009 at 06:04 AM.
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Old 05-13-2008, 12:57 AM
#2 Default
......
Future Noel Master
 
Trailers:

http://www.gametrailers.com/player/31594.html
http://www.megaupload.com/?d=ZJZ7VHIV (July 31st trailer, shows most characters in action as well as the whole roster)

Most Recent Videos:

http://www.youtube.com/v/y2kneFyylPY
http://www.youtube.com/v/js54zFjXdN0
http://www.youtube.com/v/NhA6IWDqTCo

(videos courtesy of Hecatom)

Screen Shots

http://japan.gamespot.com/common/pic...47p-181,00.htm
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It's all about the EXP.

Last edited by furix; 08-01-2008 at 05:02 AM.
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Old 05-29-2008, 05:44 PM
#3 Default
Hecatom
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thanx to sinistar71 in srk

source of the pics
http://www.kobayan.jp/
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Old 06-03-2008, 12:27 PM
#4 Default
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translation stuff; most aren't terribly important, and yeah i don't really know japanese so a lot of this is just my best guess using a dictionary, so this is my disclaimer. (i.e. plz correct me if i'm wrong, cuz i probably am.)

Noel
The chain revolver move is Chain Revolver 発動 - 壱式 (Hatsudou - Ichishiki), like Invoke First Style or something.
The name of the chain revolver "normal moves" section is Chain Revolver 中継技 (Chuukei Waza, Relay Technique). The command remarks for this section read:
「壱式」後4回まで入力可能·同一コマンドによる 連技入力不能
... actually, i can't tell if it's 連 for sure, but it looks right. it says you can input up to four times after Ichi Shiki, but consecutive attacks cannot be identical.
-> so, of the commands listed for Chain Revolver Ichi Shiki, you can do a max of 4 attacks, and you can't do any attack twice in a row. but, that doesn't mean you can't do the same attack more than once in the string, I guess.
the name of the chain revolver "specials" section is Chain Revolver 締め技 (Shime Waza, Strangle Technique). Just to add to the names, from first to third, the kanji are: 弐式 (Nishiki, 2nd Style), 伍式 (Goshiki, 5th Style), and 参式 (Sanshiki, 3rd Style).
Also, for the non-CR specials, the kanji are: 拾壱式 (Juuichishiki, 11th Style), 拾参式 (Juusanshiki, 13th Style), and 拾玖式 (Juukyuushiki, 19th Style).
For Fenrir, the kanji is 零銃 (Reijuu, Zero Gun). For Bullet Rain, it's Bullet Rain > Zero Gun Toll (?).

Ragna
Guntread should be Gauntlet.

Jin
in case you were curious...
氷翔剣 = Hishouken = Flying Ice Sword
氷翔撃 = Hishougeki = Flying Ice Attack
吹雪 = Fubuki = Blowing Snow
裂氷 = Rehhyou = Splitting Ice
氷連双 = Hirensou = i really don't want to try, i'd have to see the move, but i can only think of "Joined Ice" as being a decent guess (without going into silly engrish)
霧槍 尖晶斬 = Musou Senshouzan = Spear of Mist - Sharp Crystal Kill
霧槍 突晶撃 = Musou Tosshougeki = Spear of Mist - Piercing Crystal Attack
凍牙氷刃 = Tougahyoujin = Frozen Ice Fang (Fang of Frozen Ice?)
氷翼月鳴 = Hiyokugetsumei = Ice Wing - Cry of the Moon (or something like that)

Tagar
english website says his name is Tagar, not Tager. also, i'd bet that it's supposed to be Voltech, not Boltech, but that's just a guess. But then again, all in-game screenshots show his name as "Tager", so idk, guess we'll wait and see who's right.
Surge Hammer should be Sledge Hammer.
Spark Bolt might be Spark Volt, going off of my previous guess.
Magnetic Hall should be Magnetic Wheel. (English words with a "we" or "whi" sound are sometimes katakanized using ホイ.)
This is a guess, but I think Terror Break should be Tera-Break.

i honestly don't know the reference, but シルフィード might be Silpheed instead of Silfeed.
ロベリア might be Lobelia, a kind of flower. (well, a genus of flowers.)
the second special attack is ゲオルグ 十三世, Georg Juusansei (-zei?), Georg World 13 (?).

The kanji in Taokaka's first three specials is 魂 (soul, spirit). So, the name might be "Nekodama One!", "Nekodama Two!", etc., but I'm not sure about the reading.
the fourth attack is 必殺ネコ魔球, which is Hissatsu Neko Makyuu, or... "Special (Attack) Neko Magic Ball"... I guess. Also, the condition in the command remarks says "only Strong can be charged".
For Taopittan, I think the condition is saying you have to do it in the air, at the edge of the screen. However, I'm not sure about the third character (before the "de"), so I could very well be wrong.
Just to clarify, for Damashingu Edge, the comment about pressing 2 or 4 means you can "change", although since I haven't seen the move, I don't know what you can change, exactly. Maybe it's a kind of sidestepping feature?
her first distortion drive is 猫の人直伝 ヘキサエッジ, which might be Neko no Jin Jikiden Hexa-Edge (well, i'm just not sure on the 人 reading in this case). I guess it means "Cat to Human Transition - Hexa-Edge".
Her third distortion drive is ほぼ二匹になる, which is Hobo Nihiki ni naru, "Almost (Roughly?) Becoming Two". Someone mentioned she has a clone special, right?

ah btw, i found this, sorry if it's old news. perhaps a motivated individual would like to take a browse through it, at some point:
http://d.hatena.ne.jp/sharp-claw/sea...%5BBLAZBLUE%5D
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Quote:
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player 1 doesn't have burst robin, put that into the bat-computer and see what comes up!

Last edited by rtl42; 06-03-2008 at 04:19 PM.
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Old 06-03-2008, 01:00 PM
#5 Default
SugataDesigns
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Quote:
Originally Posted by rtl42 View Post
Using Google Translator and logic;

The first post is basically talking about Rachel's game, specifically about frog combos/mechanics...something about throw-breaking into setting up a pumpkin, whatever that means (I don't really know anything about Rachel )

The second post, dated 5-31, says "Next month...Arcadian at this month's issue, BLAZBLUE additional information available.

新キャラの発表もしてほしいですけど、こういうのもいいですね。 Chara also announced the new hope, but this is good. "

Basically we can hope to see some new info this month? X.x'

My translations are godly!
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Old 06-03-2008, 02:24 PM
#6 Default
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actually, that would read something like: Arcadia will have additional BLAZBLUE information available. This is good, cuz I'm hoping they'll announce a new character.

But yeah, sounds like there'll be new info.


oh for christ's sake, this is like the one time where i should've read SRK before DL. i wonder why no one copied these posts over here:
http://forums.shoryuken.com/showpost...&postcount=782
http://forums.shoryuken.com/showpost...&postcount=808
... mind you, the guy kinda sounds like me in terms of skill level olol.

so, maybe disregard my above post. if no one beats me to it, i'll go through umgogo's translation more closely and at least copy it over here.
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Quote:
Originally Posted by AtTheGates
player 1 doesn't have burst robin, put that into the bat-computer and see what comes up!

Last edited by rtl42; 06-03-2008 at 05:07 PM.
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Old 06-04-2008, 10:07 AM
#7 Default
Important Person rtl42
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goddamn... that sucks for me oh wells.

Quote:
Originally Posted by ...... View Post
Those translations should help a lot, though there are a few weird ones....

For "guntread" to be "gauntlet", shouldn't it end with "to" instead of "do"?
"Damashingu" could be "damaging", but what kept me from thinking that is that there is a much better way to engrish "damaging", which would be "da-me-ji-n-gu", but maybe the person who came up with it just didn't know that?

I didn't know that "ho" could be "we/whi", but why is that? Japanese already has "wo/wi"....

anyway, I'll add these to the list, though I still want to know how Noel's CR knows which move you're trying to do since all the inputs are the same...
- It *does* end in "to".

<general disclaimer i don't know what i'm talking about lala>
- i'm pretty sure the people writing the names know how to use katakana for loan words. It may be a kind of pun or play on words, depending on what the move is. Like I said before, I haven't seen many of the moves, but my guess is that Damashingu is a play on "Damashii" (one possible reading for the spirit kanji i posted above) and "damaging". Who knows, though -- this is a fighting game we're talking about, the name could be something obscure, or totally nonsensical.

- I didn't say "ho" could be "we/whi", I said "hoi". But actually, I mispoke -- "we" was supposed to refer to "w + long e sound", but that's often written as ウィ. If it's something like "whip" or "white", you'll see it written ホイップ or ホワイット. (Sorry about that; hope the example clears it up.)
Also, Japanese "wo" is a much softer sound than the English "wo". In English, you force your lips together and then push them apart with the following vowel sound. From what I've gathered, in Japanese, the "wo" is much... less intense, or weaker.
Not only that, but i think it may be a cultural influence from the way British people (originally) say "wh..." sounds. in canada/america, we say "what" the same way we say "watt". But if you hear someone from a British private school upbringing, it's more like "hwat" than "what" (though not quite). that's just a personal observation, though, not so much a fact, so don't quote me on it. and i think it's relevant in this discussion because japanese people don't just try to emulate canadian/american accents, when learning english. i think British english used to be the standard for quite a while, before more recent times.
Also also, Japanese "wi" is an obscure/archaic/non-standard syllable, and they resort to other means of writing it, than using ゐ/ヰ.
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player 1 doesn't have burst robin, put that into the bat-computer and see what comes up!

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Old 06-04-2008, 04:49 PM
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the link to the blog i posted has some info on Chain Revolver (in the 5/13 entry), but rather than translating each comment, i'll just say that, from the structure of the blog entry, it seems that:

- D, 6D, 4D, and 2D animate the same, regardless of whether you're in CR or not. it doesn't say anything about the differences between the two modes in terms of specific properties like damage and hitboxes, but who knows, this is someone's observations from a loketest and maybe he couldn't get a good look at the damage or w/e.

- once you're in CR, W, 6W, M, 6M, S, and 6S each have their own distinct animation, different than when you're not in CR.

Based on that, perhaps the way to read the movelist is that the names listed aren't referring to a particular input, but rather they are just a fancy counting system for the CR normals. So, that would mean that Feo is always the first attack, Uru is second, Son is third, and Ansu is fourth, regardless of which attacks you used for first, second, third, and fourth.

... Seems a bit silly, but I wouldn't put it past 'em

anyways, just a guess, don't know for sure, blah blah.
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player 1 doesn't have burst robin, put that into the bat-computer and see what comes up!

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Old 06-18-2008, 03:06 AM
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What's with all the "!" coming out of Sol?
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