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PostPosted: Sat Sep 11, 2010 5:45 am 
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This is a thread where users can ask all the little questions that don't garner an entire new thread being created, and just need a quick, one or two sentence answer on some facet of Blazblue.

However we encourage you to skim the forum topics, check the Commonly Asked Questions (below), and use the search feature before you resort to asking a question. And if you do ask a question, to make it as short as possible.

If your post isn't either a question about Blazblue gameplay, or the answer to a question. DO NOT POST. I'd like to keep this clean so that the rest of the boards don't have to suffer for it.

I.e. this is not the thread to ask for matchup data on Ragna vs. Jin or "Why is Tao so silly?". However, it's the right area for something like "What does DP stand for?".



Commonly Asked Questions:
(suggest questions to put here, and I'll add it if it seems necessary. I can only think of the basic terms so far but I'm sure we'll have some common ones soon)

Q: "I don't quite know or understand the general gameplay mechanics of Blazblue, can someone help me with that?

A: First give this a read through to see if it helps at all:http://blazblue.byethost13.com/bbcs/system.html. Then if you still don't understand something, go ahead and ask.


Q: "I see people write out combos as a string of letters and numbers/I see people using abbreviations I don't understand. What do all these letters and numbers mean?"

A: Here on the BB forum (and many many other places) we commonly use what some refer to as "Numpad notation" to make writing combos easier. The letters correspond to each attack button, in the same way as Blazblue itself assigns it's buttons (lovingly ripped from UEG Squall):

For Xbox:
______B(Y)_____
A(X)___________C(B)
_____ |D(A)|

Or for PS3:
______B(Triangle)_____
A(Square)_____C(Circle)
_____ |D(X)|


The numbers correspond to the direction you will be moving the stick in to execute the attack, and follows the same pattern as you can see on your keyboard's numpad:

789
456
123

It is important to note that the combo notation always assumes you are facing right. 5 is denotes the stick in the neutral position, while 6 would indicate holding the stick forward. So for instance, the combo string "5A - 5B - 2B - 6C - 3C - 4D" would translate in English to: "Neutral Weak - Neutral Medium - Down Medium - Forward Strong - Diagonal Forward/Down Strong - Back Drive" The same holds true for special moves. Bang's "Heavenly Palm Thrust" can be denoted as 623B.

There are some other terms you should also be aware of that are either commonly used in combo notation, or are widely used on BB.com:

j.(A through D): short for "Jump (insert specific move here)", denotes doing an aerial attack. There may also be directional designation on either the jump, or the move. (such as Rachel's falling Gii Spike attack, which is j.2C)

dj or d.j: Double Jump. Sometimes this will be used specifically to point out a double jump, but sometimes not. (not to be confused with j.d, an aerial drive attack)

s.j: Super Jump. You'll need to input down before jumping. (The notation may be followed by a letter immediately to indicate attacks that should be done while jumping... such as s.jC)

JC: Jump Cancel. Refers to when you need to cut a move short by inputting a jump before the move ends. (not to be confused with j.C)

RC: Rapid Cancel. Uses 50 heat to cut a move short no matter what.

DC: Dash Cancel. When you need to cut a move short by inputting a dash.

66: That's a Dash my friend. Hopefully no one will need me to tell them this. (or its 44 backstep counterpart)

IAD: Short for instant air dash. IAD is a method of inputing first and jump, then an airdash faster. Normally you would first jump (8), then dash in the air (66). But that takes up time you don't always have, nor want to give away. Instead you can IAD, which is first inputting an upward diagonal jump (9) followed quickly by one tap forward (6). It works because the input of 9 can be broken down into the combined input of both 8 and 6, so when you add the extra 6 at the end the game can read it as 866. You will jump and dash immediately.

DP: Short for Dragon Punch. This term refers to any move that has large amounts of startup invincibility (like Ragna's Inferno Divider) The term comes from Street Fighter, where a Shoryuken (a move with startup invincibility) in English is referred to as a "Dragon Punch". Please note that not all 623 moves are DP's, but most DP's have the 623 input.

TK: Short for Tiger Knee. This term refers to moves that use a certain motion to execute: specifically 21478(attack). This motion is used to make a quarter circle special move come out at the fastest possible time after you jump. The move's input (214 or 236) is stored and registered, then can be used quickly after the jump (78 or 9) making it occur inches off the ground. This term also originates from Street Fighter, and refers to the move that most commonly required this technique: Sagat's Tiger Knee.

DD: Distortion Drive. (if they're using it in combo notation, they're using bad form... but you can usually figure out which one they want you to do)

AH: Astral Heat.

CH: Counter Hit. This indicates that the combo string must be started from a counter hit to work correctly.

CA: Counter Assault. Spends 50 heat to knock an opponent away while you are blocking. Not to be confused with counter hit. (you shouldn't see this in a combo string, it'd be unusual to start a combo off of a counter assault. It is also of note that Noel and Taokaka's counter assaults have no knockback, and instead set you up to break pressure with your own combo)

IB: Instant Block. The act of blocking a move only a frame or two before it would hit you. This gives you more time to retaliate and 3 heat.

BB: Blazblue. The game you're playing silly.

GG: Guilty Gear. The previous fighting series by Arc System Works.

ASW: Arc System Works. The creators of Blazblue.

CT: Calamity Trigger. Refers to Blazblue: Calamity Trigger specifically.

CS: Continuum Shift. Refers to Blazblue: Continuum Shift specifically.

GETB: Genesic Emerald Tager Buster. One of Tager's distortions. Notable as it's one of the only moves to have a name long enough to commonly consider abbreviating.

AC: Atomic Collider. Tager's anti air 623C.

OP: Over Powered OR Original Post. As in "CT Nu is OP!" or "The OP makes no sense".


Q: "There are some other, foreign looking, terms being thrown around that I don't know the meanings of. Can you explain?"

A: Here's a quick list of some of the other, stranger, terms that you may hear on occasion to describe aspects of Blazblue:

Okizeme: Often shortened to Oki, refers to the wake-up game people sometimes encounter after knocking an opponent to the ground. For instance Rachel will often be referenced as having an outstanding Oki game, as she can do a myraid of things with her tools (frog, rod, pumpkin) to limit or punish the choices the opponent makes uafter knockdown.

Ukemi: The process of getting up after a knockdown, or teching mid-air. Not to be confused with Okizeme, which exploits the Ukemi process. (if you ever have trouble remembering, you can think back to Bang's line "This is an Ukemi!" upon re-standing)

Yomi: Yomi is the art of guessing and predicting what your opponent will do next. Weighing logical guesses and gauging the opponent's past actions to predict what they will do now. Yomi can pertain both to the prediction of movements as well as tactics. If any part of the game reminds you of Rock Paper Scissors it's likely to involve yomi. Tager's Gadget Finger is a good example, it has multiple options and outcomes, and each one is dependant on both you and your opponents action. (if people have questions about Yomi, I may elaborate further. It's a foggy subject to some)

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PostPosted: Sat Sep 11, 2010 10:03 am 
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uhh Did Guilty Gear influence your decision in getting BlazBlue CT/CS?

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PostPosted: Sat Sep 11, 2010 11:18 am 
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KK3 wrote:
uhh Did Guilty Gear influence your decision in getting BlazBlue CT/CS?

I think that should be a topic in itself as it can open up a discussion very nicely (and I assume this topic isn't about discussion).

And dietz, stickied for ya. Also is it okay to update (either you or me) to update the first post with answers to common questions about notation? And also, can this be about the game itself and not the story? Too many answers can appear then.


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PostPosted: Sat Sep 11, 2010 11:45 am 
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If a combo is dependent on timing or a waiting for an attack to finish e.g. Arakune's longer curse combo. How is it written in the usual form? (5A>5B) Do you write 'no action'?

Also if a combo can only be done during an install how is that written?

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PostPosted: Sat Sep 11, 2010 11:48 am 
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Challeng 9 in rachel i cant do it against jin or tager why =.=


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PostPosted: Sat Sep 11, 2010 11:52 am 
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Experiment111 wrote:
If a combo is dependent on timing or a waiting for an attack to finish e.g. Arakune's longer curse combo. How is it written in the usual form? (5A>5B) Do you write 'no action'?

Also if a combo can only be done during an install how is that written?


Usually people will put (delay) in before the attack (e.g. when using jin, 6C>(delay) 623B). If it is just text, it will be hard to know when to delay however if you watch enough combo videos/match vids, you can see what the timing is.

If it is install, they would usually say install beforehand or if it is a character like Ragna it will go something like this: 6C>214214D (or BK)>hj j.D>j.D>(land) hj J.D>J.D>etc

most people wouldn't bother writing up install combos as most people would go into install in a combo.


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PostPosted: Sat Sep 11, 2010 3:31 pm 
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If you deplete your barrier in CS, does it make you take more damage like it did in CT?

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PostPosted: Sat Sep 11, 2010 3:41 pm 
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What do the yellow bars next to the barrier meter mean? D:


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PostPosted: Sat Sep 11, 2010 8:03 pm 
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Yes, I'll edit it to specify that I mean Blazblue gameplay only.

And I'll go ahead and give an overview of some of the common terms as well, but it will take me a bit to do it first.

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PostPosted: Sun Sep 12, 2010 12:13 am 
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In CS network mode, is the delay indicator better high or low? As in, is there less lag with a 0 indicator than a 3, or vice versa?


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