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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted
Really? You can TK 623 commands? How? 6283?

it's actually a fun little mixup for sol...

run up to them, and either ground VV -> RC into 2K-6P for the combo...

or run up, do a TK VV (6239H) -> RC into ad.S-D(or H)

if you TK it just right, he'll leave the ground, but be close enough to the ground that the difference isn't easily recognizable. You can also do the TK version, and still fall to the ground after RCing it and just 2K-6P as well.

Posted

A couple of Qs:

When ABA gets hit by a dead angle, sometimes she doesn't lose any of her Moroha meter...and I just can't understand why. It doesn't seem to matter if the DA counter hits or not and it doesn't look character specific, it just seems completely random whether or not she'll lose meter when she gets up. I know she isn't teching so I just can't see why she would hit the ground, and not lose meter.

Also, another seemingly random thing: Faust's retarded swimming super. I've noticed it has 3 different damage outputs. In the spirit of Faust, I assume this truly IS completely random, but is there anything that determines the amount of damage you'll take from it if you don't guess the right box?

Posted

^Question 1.

Just a guess, but I assume that if ABA gets knocked down by a dead angle that's untechable, then she won't lose Moroha meter. If she's knocked down by a DAA that is techable, then she will lose meter.

Question 2.

Yeah Faust does have 3 different damage outputs for 236236S, angel aside. No there isn't any way to control the damage output.

  • 2 weeks later...
Posted

Hey everyone,

What is the average reaction time for teching? I know a human couldn't hit that first frame of recovery every time unless they were mashing and mashing is never consistant.. .

Posted
^Question 1.

Just a guess, but I assume that if ABA gets knocked down by a dead angle that's untechable, then she won't lose Moroha meter. If she's knocked down by a DAA that is techable, then she will lose meter.

Is that how it works? These might be the same circumstances that cause Bridget and Robo-Ky to be unable to delay their wakeup and cause Bridget to lose 5P glitch sometimes.

I wonder, then, does the Chipp glitch occasionally cause ABA to bypass the wakeup meter loss? I play against Chipp all the time and the glitch will just randomly disable Bridget's delayed wakeup and 5P glitch sometimes. I hate the Chipp glitch, it's such bullshit.

Posted

I don't know if this has been asked but what is the frame information for the difference between offensive and defensive bursting cause i try and off burst all th time and just end up defensive bursting before even getting hit. thnx :china:

Posted

i think so. it's just that sometimes it looks like you're no longer in either of the stuns, but still actually are. sucks a lot. Xb

oh, i have a question. is it just me or the burst gauge fills MUCH faster in accent core? it seems like they're bursting every round.

Posted

ok thnx thats probably it... yea it does seem that they're bursting quite alot(which is really anoying) as if there weren't enof defensive options...

Posted

ATG is also Air To Ground, which is another kind of mixup. The idea is that if a character doesn't have any good standing overheads, you can create a mixup by attacking from the air, and confusing the defender into not known whether another air attack is coming, or if you are going to land and do a low hit.

Basic example is you get a knockdown, then put out some oki, then jump at them. On your way down, you can either just throw out an air attack (or air dash into some high hits), or just land into some low hit.

  • 2 weeks later...
Posted

So i've been practicing CH into whatever like j.D CH for Chipp and 2S>6HS RC for HOS. I'm kinda bad at this at the moment but have been learning:yaaay: . My question is: in training mode the guard meter can be turned up so that when you attack you get a CH. Is this a good way to practice CH into whatever combos? Also Is there a difference between a reg. CH and a guard guage CH? Like additional hit stun?

And at last JIing! so I hear that you press 8 when doing a move like S then pressing another move like 2D then I can jump. I need uber-clarification on this. Do I press for instance: Johnny(k then 8 then H? or K and 8 then H?)

Posted

CH from guard bar is the same as CH from actually being CH. There is an option you can turn on to make you get a CH on your first hit(reguardless of guard bar), which you should use instead. Setting up the guard bar makes them take a lot of extra damage.

Posted
And at last JIing! so I hear that you press 8 when doing a move like S then pressing another move like 2D then I can jump. I need uber-clarification on this. Do I press for instance: Johnny(k then 8 then H? or K and 8 then H?)

You misread the FAQ. The full sequence from the Sol example is this:

c.S 8 2D 236K(1-hit) RC ...

You can only install a jump on moves that are jump-cancelable, from the example, that would be Sol's close slash.

c.S 8 2D - close slash is canceled into a jump, but before you leave the ground you gatlinged in to a sweep. That's the entire Jump Install squence.

Now to take advantage of your Jump Install:

c.S 8 2D 236K(1-hit) RC ...

cancel your sweep in to a Bandit Revolver, then romancancel the Bandit Revolver while still in the air, you can now double jump or airdash when normally you would not be able to.

Do I press for instance: Johnny(k then 8 then H? or K and 8 then H?)

k8H and K8H mean the samething?

Here's a quick Johnny example.

KH>DBT>DB(frc) - After the frc you can not double jump or air dash.

Now try

K8H>DBT>DB(frc) - after the frc you CAN double jump or airdash

even easier Johnny example.

Kc.S>superjump - you can not double jump

K8c.S>superjump - after the superjump you can double jump!

Posted

The way I read Hatred Edge's question makes me think the difference between "k then 8 then H" and "K and 8 then H" is the "and", not the capitalization.

If so, then there is a slight difference. You have to hit 8 when K becomes jump-cancellable -- i.e. it has to land (be it on hit or block), so that you can then jump cancel. Hitting 8 at the same time as K won't Jump Install the attack string because you technically haven't jump cancelled anything ^_^d

so in short, it's "k then 8 then H".

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