Big Bang Beat

Well what’s really fucked up about it is you can’t cancel the 4th-9th hit of Kunagi’s 214D super or any part of her 623D super at all. So during the 4th-9th hit she’s completely vulnerable to retaliation. And any time after the 623D super she’s completely vulnerable on the way down.

You can boost cancel the 10th hit of her 214D super to get away but if the opponent bursts on the first hit (which they can do on reaction to the super flash) they have plenty of time to punish her.

You can also cancel the first three hits but they go so fast that I doubt anyone would be able to cancel them on reaction to the opponent’s burst.

In other words, you can’t use a super with Kunagi when the opponent has 4 stocks. Otherwise you basically just open yourself up for a free punishment combo.

I’m sure other characters are like this too, I’m just too lazy and disgusted with the game to do any thorough testing.

[Edit]: I guess it’s all the more reason to find damaging no-super+1-boost combos.

Here’s a silly Kendo combo.
[media=youtube]OrliF7dpyC8[/media] - Clip (01)

Again, cheers to Ikusat for the transcript for the first half of the combo. I kinda improvised the arrow shot and the rest after the arrow.

Yeah I’m starting to see that too. Kendo’s air super builds a fuckton of meter for Kendo and not the opponent, which is ridiculous. I’m so not use to gaining meter for using a super, I don’t think you should gain meter for super hits at all, or at least the opponent should be gaining more than you.

I mean Kendo’s air super builds back her bar, and if the last hit whiffs she can add more hits to build even more. How silly is that. It feels like I’m freakin playing 3S Makoto SA.2.

What is a normal Heita supposed to do against a turtling Senna? Anything I do gets stuffed be her neutral B. I know the Heita combo that guarantees a taunt but he’s turtling his ass off so I can never land it.

If I’m not wrong. Most of her normals are actually somewhat unsafe. So it might work to simply run in and block. But then I don’t know if Heita has fast enough moves to punish anyway.

Since you’re using Heita, maybe the command run would work. Lol.

like i said on the comment, that is worse than monster’s old burst system…

Agreed, it’s pretty bad.

It’s feels like a cross between Melty Blood v.2.004, and Monster 1.0b. :expressionless:

No wallslam limit? LOL
75% life BnBs? LOL
Broken Burst system? LOL
Airblock anything and everything except 5B? LOL
Playable broken-tier boss characters? LOL

Meh, needs a new patch really bad.

maybe 5b is intended to be the universal anti air of sorts. kinda like gg or garou.

There’s lots of other things you can’t air-block other than the command-upperbody-inv moves in both titles. And there’s airthrows in GG. :bluu:

Burai Parry and combo

Hey guys. Glad to find someone playing BBB.

I’ve been playing around with Burai (the boxer).

Since there’s no net play option, I’ve been just killing computers…making combos.

I made a video showcasing some of his parrying and comboing.

Check it out at youtube.

[media=youtube]3f-S7C5dUsE[/media]

but theres no timing with the pary…its so dumb(no offense) but like te first time I picked up burai I found 60% health combos and was able to parry the kunagi multi strike super in 2 tryies…wack.

Yeah…In this game, if you get hit once, you pretty much lose at least 50% of your health.

So parrying, while it’s much easier to do compared to the ones in SF3, MOTW, GG (Jam), etc, it’s still somewhat suicidal to try it often.

As written on the video comment, the video was mostly for the show, not too be implemented in real fight exactly.

However, what I found was that parry will happen accidentally while trying to use other moves.
If you can grab that moment, that’s when it becomes very useful.

Im almost sure that B3 will receive not a patch, but a whole new sequel instead, that “1st Impression” is not only the main reason, but the original BigBang Age still got A LOT of characters that can be in the game, like these:

http://www.alicesoft.com/bancho/chr/chr52.jpg
http://www.alicesoft.com/bancho/chr/chr38.jpg
http://www.alicesoft.com/bancho/chr/chr56.jpg
http://www.alicesoft.com/bancho/chr/chr42.jpg
http://www.alicesoft.com/bancho/chr/chr35.jpg

And the game is very popular not only in the Doujin scene but also in Ko-Hatsu and some others Arcades and events in Akihabara (and, well, outside Japan, like here in SRK) so im very sure that it just a matter of time.

NRF is making the SAME thing as French Bread with Melty Blood, all over again.

Is anybody not OK with this game not having chip damage for specials and supers?

I rather like chip damage in my fighting games.

I do too. I thought this game was going to be perfect for me. What a fool I was.

Senna’s 5B makes me want to kill ppl.

Anyone else notice the wiki doesn’t list Burai’s qcf+C?

It seems pretty awesome for negating some of the push back I get in the following combo and letting the dp+B connect.

5B,8B,6A,HCB+A,6A,HCB+A,6A,QCF+C,DP+B,2B,6B,HCB+C,2B,6B,HCB+C

Simplistic and outdone by other no meter combos, I know. But it is easy and the damage is still nothing to laugh at.

Also what are the invincibility properties of his “dandy step” attacks. From what I’ve seen they appear to act in the exact reverse of Slayer’s (invincibility on the return step instead of the back step). Can anyone else comment on this?

Are they planning to patch this game up anytime soon?

I saw a video where some of the characters had moves they dont currently have, Anyone know wtf happened to those moves? Rouga had like a kick launcher super, And kunagi had these blade like things that revolve around her.

pre-release build. they gone now