Pull My Devil Trigger Posted April 23, 2015 Share Posted April 23, 2015 I actually know what the numbrrs mean Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 back in the good ol days of CT when jins ice car was useful TwT now it's just combo filler back when jin was still scrub character OH WAIT HE STILL IS SCRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUB *not at all salty that Terumi is bottom tier and Jin is top again in CP2.0* Quote Link to comment Share on other sites More sharing options...
FrostyFireMage Posted April 23, 2015 Share Posted April 23, 2015 (edited) uh how does one even begin to understand that without a degree in programming Edited April 23, 2015 by FrostyFireMage Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 (edited) Yeah, I knew that was only the tip of the iceberg Do you have to be a maths major to understand this stuff? The numbers are just movement, they're the direction your arcade stick moves in, 5 being not moved at all So in layman's terms: Corner 5BB>5C>3C>214B>5B>5C>2C>6C>623C>5BB>5C>2C>hj.5C>j.2C>j.214D>land 6C>OD>623B>632146C In the corner neutral B x2 > neutral C > crouching forward C > quarter circle back B > neutral B > neutral C > crouching C > forward C > Dragonpunch C > neutral B x2 > neutral C > crouching C > high jump with down C > air jump with down C > air quarter circle back D > landing down C > Overdrive mode > Dragonpunch B > half circle back, forward C back when jin was still scrub character OH WAIT HE STILL IS SCRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUB *not at all salty that Terumi is bottom tier and Jin is top again in CP2.0* Jin is top tier in two games in a row the jin cycle is broken CT - high tier CS - low tier CS2 - high tier CSE - low tier CP - high tier CPE - high tier Edited April 23, 2015 by Yuki Quote Link to comment Share on other sites More sharing options...
FrostyFireMage Posted April 23, 2015 Share Posted April 23, 2015 uh yeah I can't think fast enough to pull that off anytime soon Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 OKAY LESSON TIME When you see those numbers in combo strings posted online, it corresponds to the position of the stick (or pad, I don't judge) you're using. Notation goes as follows: 7 8 9 4 5 6 1 2 3 Where each number corresponds to a different position, and 5 is neutral (no stick movement). Generally only 1-6 are used in notation, since most fighters don't use upwards motions (unless it's a 360, but those are usually just referred to by move name). In BlazBlue, A corresponds to your light attack, B to your medium, C to your heavy, and D for your Drive. In P4A, A is weak physical, B is strong physical, C is weak Persona, and D is strong Persona. Guilty uses a different notation system of P (punch), K (kick), S (slash) and HS (heavy slash). Dusts are separate, usually. Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 (edited) OKAY LESSON TIME When you see those numbers in combo strings posted online, it corresponds to the position of the stick (or pad, I don't judge) you're using. Notation goes as follows: 7 8 9 4 5 6 1 2 3 Where each number corresponds to a different position, and 5 is neutral (no stick movement). Generally only 1-6 are used in notation, since most fighters don't use upwards motions (unless it's a 360, but those are usually just referred to by move name). In BlazBlue, A corresponds to your light attack, B to your medium, C to your heavy, and D for your Drive. In P4A, A is weak physical, B is strong physical, C is weak Persona, and D is strong Persona. Guilty uses a different notation system of P (punch), K (kick), S (slash) and HS (heavy slash). Dusts are separate, usually. ninja'd uh yeah I can't think fast enough to pull that off anytime soon Well you're not supposed to read it while playing real opponents lol The point is that you practice combo's and learn them by memory, not by notation but just through muscle memory. Edited April 23, 2015 by Yuki Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 wao fuh q yuki Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 ACTUALLY NO FUCK YOU I EXPLAINED THE NOTATION BETTER BECAUSE YOU NEVER EXPLAINED THE ATTACK NOTATIONS ONLY DIRECTIONS EAT A DICK Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 ACTUALLY NO FUCK YOU I EXPLAINED THE NOTATION BETTER BECAUSE YOU NEVER EXPLAINED THE ATTACK NOTATIONS ONLY DIRECTIONS EAT A DICK Quote Link to comment Share on other sites More sharing options...
Starman Posted April 23, 2015 Share Posted April 23, 2015 its boring to eat a dick? oh my Quote Link to comment Share on other sites More sharing options...
Robert Stewart Posted April 23, 2015 Share Posted April 23, 2015 Every time I boot into Windows I'm reminded of why I switched to Linux. Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 (edited) oh yeah there's also inputs like say Hazama's meterless DP kick, which requires him to be in a "stance". Which is like "214D~B" Quarter circle back D (gets him into the stance) which can be followed by B (the actual kick) Charge characters like Kagura use this too but with a hold. His DP is "[2]~8C" Hold down followed by up C Edited April 23, 2015 by Yuki Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 ALSO NOTE: other games, such as Street Fighter, don't use the same attack notation. For Street Fighter, it's because it's a six button fighter, in which case notation goes as such: LP: Light Punch MP: Medium Punch HP: Heavy Punch LK: Light Kick MK: Medium Kick HK: Heavy Kick Other common terms may include: QCF/QCB: The notations 236 (for QCF) and 214 (for QCB). May also be referred to as Hadouken since the motion is most known from that move. Dragon Punch/DP: Usually, a 623 motion, can also be called Shoryuken due to that being the most notable usage of the directional input. Some character's DPs are different, though; for example, Guile's Flash Kick (and by extension, Kagura's variant) are also functionally DPs. Hurricane Kick: AKA the Tatsumaki Senpukyaku, usually a half-circle motion in either direction. OD/Cancel: As Yuki noted, overdrive. Most games have the Overdrive input as a quick cancel input, though BlazBlue uses a different input (I believe just A+B+C?) Charge inputs are weird and fuck charge characters they're shit so I don't even care. Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 HEY YUKI WHY DON'T YOU EXPLAIN WHAT A FUCKING DP IS OH WAIT YOU CAN'T I BEAT YOU TO IT GET FUCKED Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 (I believe just A+B+C?) BlazBlue shares OD with Burst, so A+B+C+D without being in any way attacked or blocking HEY YUKI WHY DON'T YOU EXPLAIN WHAT A FUCKING DP IS OH WAIT YOU CAN'T I BEAT YOU TO IT GET FUCKED this is slowly turning into "Yuki and Stinger explain Fighting Game inputs while being huge competitive tsundere's to eachother about it" Quote Link to comment Share on other sites More sharing options...
Starman Posted April 23, 2015 Share Posted April 23, 2015 DP = dragon punch = 623? Quote Link to comment Share on other sites More sharing options...
Nobody Posted April 23, 2015 Share Posted April 23, 2015 Ugh this is my last post before i get home in 6 hours ;~; As a farewell, i want you all to read this http://m.neogaf.com/showthread.php?t=1034383 Seriously read this Huehue Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 that's Burst, yeah, but I was talking about Rapid Cancels Quote Link to comment Share on other sites More sharing options...
Starman Posted April 23, 2015 Share Posted April 23, 2015 ITT Yuki and Poly explain fightin vidya gaems Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 DP = dragon punch = 623? Usually, but it can depend on the character, such as Hazama or a charge character. Yuki went over that one. Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 (edited) DP = dragon punch = 623? Yep. Forward-down-diagonalforwarddown. Dragonpunch is the usual name for that input but as Poly said above me, chars have different inputs for DP's because, well, a DP in truth is an attack that has invincibility but a long cooldown. that's Burst, yeah, but I was talking about Rapid Cancels Oh, yeah, Rapid Cancels are A+B+C Edited April 23, 2015 by Yuki Quote Link to comment Share on other sites More sharing options...
MRDRHAWK Posted April 23, 2015 Share Posted April 23, 2015 okay good I don't remember as well because my main Terumi combo doesn't require Rapids Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 okay good I don't remember as well because my main Terumi combo doesn't require Rapids Never tried Terumi's salty cancel? Quote Link to comment Share on other sites More sharing options...
Yuki Posted April 23, 2015 Share Posted April 23, 2015 RC the second hit of Serpents Laceration A (63214A), the first being the trip and the second the stomp down, and your opponent can't move for a few seconds, laying there. So you can taunt their shit Quote Link to comment Share on other sites More sharing options...
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