(23 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
==Hitstun types== | |||
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't. | |||
===Grounded hitstun=== | |||
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br> | |||
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br> | |||
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br> | |||
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_Frozen.png|x250px|250px]]<br> | |||
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br> | |||
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br> | |||
'''Pirouette'''. Spins opponent in place, ending in a face-up downed state which can be teched. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br> | |||
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards. | |||
<br style="clear:both;"/><br> | |||
===Air Hitstun=== | |||
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br> | |||
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br> | |||
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br> | |||
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched. | |||
<br style="clear:both;"/><br> | |||
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br> | |||
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Tumble.png|x250px|250px]]<br> | |||
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br> | |||
[[Image:BBCF_BlowAway.png|x250px|250px]]<br> | |||
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br> | |||
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Skeleton.png|x250px|250px]]<br> | |||
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br> | |||
[[Image:BBCF_WallBound.png|x250px|250px]]<br> | |||
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br> | |||
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br> | |||
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br> | |||
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br> | |||
===Downed=== | |||
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br> | |||
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br> | |||
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br> | |||
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br> | |||
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br> | |||
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br> | |||
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br> | |||
==Hitstun Index table== | |||
In the code, the game uses the following indecies to denote the hitstun type an attack inflicts. These can be used to force air hits or standing hits as required. | |||
0.Default (Uses current player state and attack level to determine animation) | |||
#Air Face up | |||
#Stagger | |||
#Crouching | |||
#Standing | |||
#Standing low | |||
#Pirouette | |||
#Guard Crush | |||
#Unused | |||
#Air Face up (Skips early frames of animation, used for high velocity hits) | |||
#Air Vertical | |||
#Face down | |||
#Air Blowback (Gives face up floorslide if enabled) | |||
#Air tailspin (Dust attack) | |||
#Electricution air | |||
#Unused | |||
#Air guard crush | |||
#Air tumble (Implies face down floorslide if enabled) | |||
#Air spin | |||
#Blowback air (Skips early frames of animation, used for high velocity hits) | |||
#Astral Heat special hitstun (Relius and Amane only) | |||
<br> | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+Ratings for who makes a good training dummy when getting spriterip screenshots | |+Ratings for who makes a good training dummy when getting spriterip screenshots | ||
Line 77: | Line 167: | ||
|- | |- | ||
|} | |} | ||
==Nu Lambda comparison Test== | ==Nu Lambda comparison Test== | ||
Line 102: | Line 191: | ||
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches | * {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches | ||
* {{clr|D|j.214D}} Covers a large area close to Lambda | * {{clr|D|j.214D}} Covers a large area close to Lambda | ||
* Air drives have more reward if they hit, but they suffer from bad landing recovery. | |||
| | | | ||
'''Nu's Drive Focuses on long ranged sniping''' | '''Nu's Drive Focuses on long ranged sniping''' | ||
Line 109: | Line 199: | ||
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range. | * {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range. | ||
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways. | * {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways. | ||
* Air drives recover in the air but lead into only modest damage. | |||
|- | |- | ||
! '''Cancel options''' | ! '''Cancel options''' | ||
Line 122: | Line 213: | ||
'''Nu's Cancels Emphasise Drive Flexibility''' | '''Nu's Cancels Emphasise Drive Flexibility''' | ||
*Drive followup attacks are manually activated and thus optional | *Drive followup attacks are manually activated and thus optional | ||
*Drives can cancel into other drives and back again (In chains of three before any jump cancels) | *Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts). | ||
*Drives can cancel from the first or second hit | *Drives can cancel from the first or second hit | ||
*Nu cannot cancel any other normal attack into normal drive attacks | *Nu cannot cancel any other normal attack into normal drive attacks | ||
*Can whiff cancel | *Can hit/block cancel drives into Act Pulsar | ||
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar | |||
|- | |- | ||
|} | |} |
Latest revision as of 08:11, 29 March 2024
Hitstun types
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.
Grounded hitstun
Standing hitstun, comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards
Standing Low Hitstun. If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.
Crouching Hitstun. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.
Frozen. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.
Crumple or Stagger. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.
Pirouette. Spins opponent in place, ending in a face-up downed state which can be teched.
Guard Crush. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.
Air Hitstun
Face up air hit. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.
Face down air hit. Used primarily when characters are hit by 3C from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.
Vertical Air hit. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.
Air spin. Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.
Tumble spin. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.
Blow away. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.
Tailspin or "Dust" launch. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.
Electrocuted. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)
Wallbound, Wallstick and Wallbounce. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.
Groundbounce or Floorbounce. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.
Air Guard Crush. Same as the landed version, but in the air. Ends in a neutral air state.
Downed
Face Up Most common way to end up on the floor.
Face Down The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.
Face Up floor slide The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!
Face Down floor slide. As above, but this is the animation you get if the floorslide happened after a tumble air hit.
Hitstun Index table
In the code, the game uses the following indecies to denote the hitstun type an attack inflicts. These can be used to force air hits or standing hits as required.
0.Default (Uses current player state and attack level to determine animation)
- Air Face up
- Stagger
- Crouching
- Standing
- Standing low
- Pirouette
- Guard Crush
- Unused
- Air Face up (Skips early frames of animation, used for high velocity hits)
- Air Vertical
- Face down
- Air Blowback (Gives face up floorslide if enabled)
- Air tailspin (Dust attack)
- Electricution air
- Unused
- Air guard crush
- Air tumble (Implies face down floorslide if enabled)
- Air spin
- Blowback air (Skips early frames of animation, used for high velocity hits)
- Astral Heat special hitstun (Relius and Amane only)
Character | Pros | Cons | Overall |
---|---|---|---|
Ragna | No special effects or shaders, standard size | Asymmetric, eye colour changes when flipped | Good |
Jin | No special effects or shaders, Punchable face | Some odd hitboxes | Good |
Noel | Extremely punchable | None | Excellent |
Rachel | No special effects or shaders | Three different sprites, one with random elements | Terrible |
Tager | Can survive Golden Mecha Tager? | Draws more attention than the actual character, has idle particles | Terrible |
Litchi | Easy on the eyes | Annoying floating staff with random offset | Okay |
Arakune | Cathartic to punch | Is a blob of pixel shader effects and transparency | Terrible |
Bang | No special effects or shaders, standard size | Requires muting the game | Good |
Carl | Tiny, won't dominate screenshots | Arguably too small, needs Nirvana to be offscreen | Okay |
Taokaka | Can cat crawl under moves | Requires muting the game | Good |
Hakumen | No special effects or shaders | Annoyingly wide sprites, no face to punch | Okay |
Nu-11 | No special effects or shaders, standard size | Back swords sometimes their own sprite | Good |
Tsubaki | No special effects or shaders, standard size | Sadly none | Good |
Hazama | No special effects or shaders, standard size, very punchable | None | Excellent |
Mu-12 | No special effects or shaders, standard size | Floating swords sometimes annoying | Okay |
Makoto | No special effects or shaders, standard size | None | Good |
Valkenhayn | No special effects or shaders, standard size | None | Good |
Platinum | No special effects or shaders | Annoying voice, feels mean to beat up children | Okay |
Relius | No special effects or shaders, standard size | None, Ignis keeps herself out of the way | Good |
Azrael | Used as a training dummy in Challenge mode | If anything, overused in other spriterips | Good |
Kagura | No special effects or shaders, standard size, Punchable | Wide sprite when standing | Okay |
Bullet | No special effects or shaders, standard size | Remember to turn off heat up mode | Good |
Amane | No special effects or shaders, standard size | Hypnotic idle animation | Good |
Kokonoe | No special effects or shaders | Perhaps too small | Good |
Celica | Cute to look at | A mess of two characters interacting, Too cute to punch | Terrible |
Izayoi | No special effects or shaders, standard size | Remember to disable Gain Art | Good |
Terumi | No special effects or shaders, Extremely punchable face | Perhaps too punchable | Excellent |
Lambda-11 | Errr... | A mess of visual effects and two sprites when just standing | Terrible |
Hibiki | No special effects or shaders, standard size | None | Good |
Naoto | No special effects or shaders, standard size | None | Good |
Nine | No special effects or shaders, standard size | Remember to empty her spell slots, don't let her idle too long | Good |
Izanami | Can be made to float at appropriate heights and stay put | Bits animated separately | Good |
Susan | Errr... | Big and has glow effects when idling | Terrible |
Mai | No special effects or shaders, standard size | Spear makes her a bit wide | Good |
Es | No special effects or shaders | Sword makes her a bit wide | Okay |
Jubei | No special effects or shaders | Perhaps a bit too small | Okay |
Nu Lambda comparison Test
Lambda-11 | Nu-13 | |
---|---|---|
Gameplan differences |
Lambda emphasises lockdown and approach |
Nu emphasises evasion and long range |
Drive Differences |
Lambda's Drive Focuses on space control
|
Nu's Drive Focuses on long ranged sniping
|
Cancel options |
Lambda's Cancels Mix together Normals, Drives and Specials more fluidly
|
Nu's Cancels Emphasise Drive Flexibility
|