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#1
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Future Noel Master
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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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Real gamers don't throw controllers. It's all about the EXP. Last edited by Lil Sassy; 06-27-2009 at 06:04 AM. |
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#2
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Future Noel Master
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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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Real gamers don't throw controllers. It's all about the EXP. Last edited by furix; 08-01-2008 at 05:02 AM. |
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#3
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Vote Zanuff, Dammit
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R.I.P. Rafael, you wouldnt be forgotten bro |
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#4
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Super Moderator
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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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Last edited by rtl42; 06-03-2008 at 04:19 PM. |
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#5
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Platinum Members
Location: Reno, NV
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Quote:
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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:3? *Bakes it in a cake?* |
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#6
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Super Moderator
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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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Last edited by rtl42; 06-03-2008 at 05:07 PM. |
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#7
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Super Moderator
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goddamn... that sucks for me
oh wells.Quote:
<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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Last edited by rtl42; 06-04-2008 at 10:15 AM. |
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#8
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Super Moderator
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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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Last edited by rtl42; 06-04-2008 at 04:54 PM. |
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#9
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Bronze Member
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#10
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FLYINGCOMBOCANNTDROP
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What's with all the "!" coming out of Sol?
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Like a Thunder my Rage... ...Could expled in your face
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