Admin Administrateur

 Age: 22  Date d'inscription: 19/11/2008 Nombre de messages: 58
 | Sujet: Intermediate aspects Lun 16 Jan - 11:15 | |
| | Hatred Gauge: | | | The Hatred Gauge is the main system of BR, dictating the matches and the approaches you can take to battle. It has several subtleties to remember.- How to charge the Hatred Gauge:
Performing attacks and inflicting damage fills up the Hatred Gauge. Taking damage also will fill it up, but the attacker always gains more. The Hatred Gauge is divided in four quarters, the number of which you have affecting consequently your possibilities. Some mechanics require to have or use a quarter of the Hatred Gauge, but if you want to perform Hatred Heat Attacks, you've got to use all the gauge. - The Hatred Gauge's color:
There are eleven color nuances to the Hatred Gauge. A factor going from 0 to 10 decides of your Hatred Gauge charging speed. Offensive actions such as touching the opponent (even his guard or an Armor), dashing, running (1/4 second), walking (1 second) ups that count, making your Hatred Gauge tend to become red (it then charges faster); and making defensive actions (such as blocking a string, backdashing, send non-super projectiles) make your gauge tend to become blue (the Hatred Gauge charges slower). Some techniques upgrade even more the Hatred Gauge's charging speed. Taunting fills a bit the opponent's Hatred Gauge, but also rises the opponent's count to 9, making the gauge red. To use only for bonus points. - Ember Decay / Ember Power:
The color of your Hatred Gauge decides the match, and it's the Ember Count that decides of it. It has other effects than just deciding the charging speed, when at its extremes. When the Ember Count is at zero, the Hatred Gauge is of a grayish blue: it's a sign of the Ember Decay. Under that effect, your Hatred Gauge, your Stun Gauge, your Rage Gauge and even your life start to diminish. At the opposite, the Ember Power is triggered when your Ember Count reaches 10. The Hatred Gauge is of a purplish bloody red. This benefical effect fills up your Hatred Gauge with time. And since at this point, your Hatred Gauge charge rate is 200%, you can try a run for the Hatred Heat Attack! |
| Burn: | | | Important mechanic of the combos and of the Hatred Gauge, the Burn is a polyvalent technique combining free cancel and attack charging. It's a particular mechanic that can get you the game. Burn costs 1/4 of the Hatred Gauge to perform.- Standard Burn: (
 + )
Using a Burn out of nothing is simple, it's a simple attack charge at this point. It has different properties varying with levels. - (charged for 0 to 19 frames) Level 1: Burn has Armor.
- (charged for 20 to 49 frames) Level 2: Burn has Super Armor.
- (charged for 50 to 90 frames): Level 3: Burn only has Armor, like Level 1.
- Burn stops after 90 frames.
The Burn can be cancelled by a crouch, a dash (that can't be runned from), a Burning Strike (any attack button except during Burn), or a Special Attack.Burning Strike ( , or during Burn): A quick attack that can cancel the burn while using its properties. A Burned attack has special effects depending on the Burn level.(during level 1 Burn): The attack inflicts 120% damage and 150% stun damage, has doubled blockstun and hitstun and is a Guard Breaker (inflicts doubled guard damage)(during level 2 Burn): The attack inflicts 150% damage, 200% stun damage, and it has Ashing Effect, Guard Break, and Armor Break (ignores Armor of all kinds) effects.(during level 3 Burn): The attack inflicts 200% damage, 300% stun damage, is completely unblockable, has Ashing Effect and Armor Break.Burn Cancel ( + during an attack): The Burn Cancel allows to cancel any attack that has touched the opponent (hit, blocked or Armored) into a Burn. Burn freezing the trajectory, you have to do the moving part yourself if you want to combo. |
| Defense Blaze: | | | The Defense Blaze is a useful maneuver to have pressure off of you. Resembling visually Guilty Gear's Blue Burst, it has radically different effects and uses.Notes about the Defense Blaze:- Its command is
+ - It costs half your Rage Gauge.
- Using it is considered a defensive action, so it gets your Ember Count down by one.
- The Blaze is a projectile that can't be destroyed by a projectile or by projectile-crushing attacks.
|
| Rage: | | | The Hatred Gauge is a crucial point to the match, but don't forget the Rage Gauge at its side. There are several match-changing aspects to this gauge too. It fills up by inflicting guard damage and taking damage.- Rage:
When the Rage Gauge reaches 50%, you enter Rage, and your damage is amped up to 110%. When the Rage Gauge hits 100%, that bonus is upped and your damage is at 120%. - Rage Install: (
+ with a full Rage Gauge) The Rage Gauge, when totally filled can allow your character to use its Rage Install, putting it in a state where it gains large boosts. Your Ember Count is also blocked on 10 during Rage Install. However, there is a price to that power: the Rage Gauge is down 2 points each frame, leaving you only eight seconds before it is utterly consumed. And then, it gets worse: you lose your Rage Install boosts, your Ember Count is blocked on 1, and your life depletes instead of the Rage Gauge. The Rage Install can kill your character. - Flare Shield (:punch+
): A unique attack that can be used during blockstuns or hitstuns. You instantly break out of it and create a shield in front of you. If you are hit while deploying the shield, it is broken, but you use an unblockable counter attack that hits for an Ashing Effect. The shield gives you permanent Armor for a while. You can perform a cancel out of anything when your Armor is hit, to anything. Deploying the Flare Shield costs half your Rage Gauge, so careful. - Scorching:
BR-ese for One-Hit KO. [kist=1]Those deadly attacks are hard to land, and follow strict steps. - Enter Rage Install. This makes filling the Rage Gauge a central point to whoever wants to Scorch.
- Hit an opponent on the ground with your Scorching Opener (
+ during Rage Install). This is the hardest part of it, since Scorching Openers are horrendously bad. - During the 30-frame Scorching Flash, enter the command for your Scorching Heat Attack. However, if your opponent has "absorbed" a hit with Armor, the Scorching Flash doesn't freeze its character, leaving you wide open to being punished and getting your Scorching Flash interrupted.
|
| Combo Systems: | | | BR's combos have aspects you've got to know. Understanding the systems can allow long combos.- Hot Cancels:
Special Cancels in BR. Since Hot Attacks are only usable with 1/4 of the Hatred Gauge, Hot Cancels are not always possible. Hot Cancels are often restricted to some attacks, so it is important to know what Hot Cancels you can perform and what ones you can't. - Jump Cancel:
Some Heatless Attacks can be cancelled with a jump. This applies primarily to launchers. Jump Cancels authorize air combos by making air attacks doable fast. Moves that are jump-cancellable on whiff are extremely rare. - OTG:
Hitting an opponent on the ground is possible, but techrolling is easy at this point. Only low attacks can hit OTG, and opponents lying on the ground are not vulnerable to juggle states, and they can't be launched. And OTG inflict 50% damage. |
| Damage scaling: | | | BR's scaling is pretty simple. There are factors to remember.- Each attack has its proration level, multiplying all damage on the following hits of the combo by a percentage. The second hit of a combo is unaffected by scaling.
- The Rage : As explained before, Rage State upgrades the damage of your character.
- Characters' Life Rating:
Each Character has its own Life Rating.
| Character | Life Gauge | | Yoi | 1000 | | Kyoku | 1000 | | Rin | 950 | | Yuun | 950 | | Itami | 900 | | Junichi | 950 | | Asuka | 1050 | | Saki | 950 | | Noriaki | 1150 | | Nii | 1100 |
|
| Stunning: | | | The stun is an aspect of BR that is akin to life. (The gauges are very close to one another.) An empty Stun Gauge doesn't result in defeat though, only in a duration of immobilization. Things to know about stun: - A stunned character is still comboable, and it can not tech. Stun will be entered when the character wakes up.
- Stun damage are a property of attacks separated from damage. Certain attacks inflict huge amounts of stun damage (Asuka's Haku Gofunden, on counter-hit, inflicts 800 stun damage).
- Stun Duration:
The time a character is stunned changes depending on the stun damage of the hit that finished the opponent's Stun Gauge. (scaling included) - <50 stun damage: 2 seconds
- <100 stun damage: 3 seconds
- <150 stun damage: 4 seconds
- <200 stun damage: 5 seconds
Characters' stun resistance table.
| Character | Life | | Yoi | 1000 | | Kyoku | 1050 | | Rin | 900 | | Yuun | 1050 | | Itami | 800 | | Junichi | 1000 | | Asuka | 1100 | | Saki | 900 | | Noriaki | 1100 | | Nii | 1100 | Stun Healing: Attacks all inflict more stun damage than actual damage, but when you're not touched during a certain amount of time (one second), the Stun Gauge starts regenerating slowly. |
| Attack effects: | | | - Counter!:
Counter Hits deal 120% damage, 150% stun damage, and have doubled hitstun. Contrary to elsewhere, Counter Hits don't have additional properties, except for... - ...Ashing Counters:
Some specific moves are better than others on counter, and they have this property. On counter hit, those moves deal 150% damage, 200% stun damage, and have Ashing Effect. - Ashing Effect:
An attack property that allows those to make the opponent crumple slowly to the ground when they hit. The crumple is slow, and that means you can just start a crazy combo. - Clash:
When two attacking boxes overlap without any hit actually touching its target, the attacks clash. The two characters enter a brief hitstun of 10 frames. - Launchers:
Those attacks have the power to send an opponent in the air for further comboing. Launchers won't work on airborne opponents, they will just make them backflip and recover in the air, alllowing them to use air movement and attack options after a time. Beware! - Vacuum and Sucking Effect: Some hits allow to send opponents towards you instead of having pushbacks. Some even move the opponent towards the attacker before hitting (Yoi's
attacks for example). - Juggle States:
Difference between juggle states makes comboing tricky but powerful. - Wall Splat / Ground Slam:
The safe juggle states, the character either stays stuck to the wall, or to the ground. Those two juggle states are usable in the same combo. - Bounce:
If you try two Wall Splats or two Ground Slams during a same combo, or on OTG opponents, the opponent will bounce off the surface and will be in the air, ready to attack you from the air. Guard Break and Guard Crush: The Guard Gauge is another system used to prevent excessive blocking. It functions pretty much like the Stun Gauge, except it depletes by the total damage of any attack you guard. Guard Break is an attack property that allows attack to deal double guard damage, but they also deal twice as much damage to the Guard Gauge. And Guard Breakers don't allow the blockstuns to be Guard Cancelled.
When the Guard Gauge is emptied, it breaks, leaving the opponent in a huge hitstun that depends on the damage you inflicted to the guard gauge to break it. This is the Guard Crush. 0~100 damage: 1 second.100~150 damage: 1,5 second.150~250 damage: 2 seconds.Over 250 damage: 3 seconds. |
| Defense effects: | | | While BR's defense isn't others' defense, there are still things to remember:- Invincibility:
Total invincibility is extremely rare (seul le Defense Blaze a invulnérabilité totale). Since no movement is totally invincible, part invincibilities and other defensive properties are used instead. - Armor / Super Armor:
Armor allows characters not to enter hitstuns and to be unaffected by Ashing Effects. However, Armor Breakers exist to kick its butt. Super Armor is the same, but takes only 30% damage. - Guard Point:
Some attacks block and movement block while performing. Guard Points are often specific, and guarding is dangerous in BR. - Guard Cancel:
Attacks that can (or must) be performed during blockstun. They allow to have pressure off since opponents can only use attacks that have very little recovery under the threat of those. A general attack that must cancel guard is the Backfire. Searing Reverse can also be used as a Guard Cancel. Some specific attacks can be used during Guard Cancel. |
|
|