Capps Posted April 19, 2007 Posted April 19, 2007 i was browsing srk and found this thread in the tech forum about preforming a certain tech on a hrap vs 360. in any case, the tech he was talking about was "charge partitioning" in 3S and other SF games. is there "charge partitioning" in gg? i know how to charge while doing other things (with may), but in those cases im charging the entire time. can you actually charge.. stop charging.. do a move or something.. charge some more.. and then do the charge move? this was his description of charge partitioning: "*Charge Partitioning: Taking a move that requires charge time (Ie:Sonic boom, flash kick, etc) and breaking up the charge into equal parts. This allows you to effectively charge while doing other multiple actions (dashing, attacking, etc) and still allowing you to do the move in the end. EX: "
POscrub Posted April 20, 2007 Posted April 20, 2007 Sadly Charge partitioning is pretty much 3S only. Doesn't apply to GG as far as I know.
4r5 Posted April 20, 2007 Posted April 20, 2007 GG got charge partitioning. I don't think I've come across any fighting game that doesn't. You don't necessarily have to break up the charge into equal parts. You just have to make sure you don't spend too much time not charging, otherwise you'll lose your charge.
POscrub Posted April 20, 2007 Posted April 20, 2007 [Edit: I realized that the tone of my original post was just really stupid.] Just to be clear, charge partioning in 3S isn't the same as preserving charge. For example, doing Urien's charge down back, dash forward, hold down back immediately after dashing, then finish the headbutt motion. After releasing db, and tapping f,f to dash, Urien has in fact lost his normal charge. More on this in a second. When you do the 2nd part of the charge, charging db after the headbutt, the charge time before and after the headbutt must add up almost precisely to the exact charge time of the headbutt, or the headbutt will NOT come out. So if you find the timing to make the headbutt work, then repeat the same thing, but try to do the headbutt a little later, it won't work. That's what charge partioning means to me. It's not the same thing as retaining charge.
4r5 Posted April 20, 2007 Posted April 20, 2007 [Nevermind. I are wrong.] GG, Venom: 2K-5c.S(2hits)-2S>CR ST, Guile: Jumping MK(crossover), 5MK, 5LP, Super Don't play CvS2, so I can't comment about it. I just did 6HS>Hammerfall. Hell of a bugger to not get a Hammerfall when you want a 6HS, though.
Teyah Posted April 20, 2007 Posted April 20, 2007 FB butterfly its also sweeeeeeeeeet...and its Red wich is even cooler!! ...yeah man, Anji = style. So if the butterfly is red, is the opponent set aflame? If not, are they electrified RED now or...??
POscrub Posted April 20, 2007 Posted April 20, 2007 4r5: For GG, Venom, that's actually not a charge partition. What you're actually doing, is starting the charge immediately after pressing 2S, and because of Guilty Gear's fast charge time, you can complete charging and have the CR ready to go after the 2S. You can do standing K, S (2hits), 2S -> CR. This means you do not need the charge time from cr. K from 2K-5c.S(2hits)-2S>CR. So not a partition. Same thing for Guile's combo. You're actually starting the charge after.
4r5 Posted April 20, 2007 Posted April 20, 2007 Wait a minute, you're right! Those aren't charge partitions. I guess this is why I can only stand charge characters in 3s.
Capps Posted April 20, 2007 Posted April 20, 2007 thanks guys, thats what i figured.. with the experiences ive had so far. on a similar note.. yea, b/c charge times are relatively small i can buffer in the necessary charge during certain moves (when playing May and stuff). you have to in order to get her combos down. if charge partitioning were in the game tho, it would just add a whole other level to her (and others') game.
zand Posted April 29, 2007 Posted April 29, 2007 I can't read Japanese. In Accent Core, when baiken does her FB/super counter things, is there going to be a way to tell exactly what got sealed? I mean, it'd be nice to know whether I get perma CH'd, no dash/jump'd, or unblockabled~
CrimsonDisaster Posted April 29, 2007 Posted April 29, 2007 ST, Guile: Jumping MK(crossover), 5MK, 5LP, Super IIRC how this works is you charge, then space out the super input as SLOW as possible during the normals. I can't read Japanese. In Accent Core, when baiken does her FB/super counter things, is there going to be a way to tell exactly what got sealed? I mean, it'd be nice to know whether I get perma CH'd, no dash/jump'd, or unblockabled~ The color you glow after the FB counter, as far as I can tell. I dunno what they all mean, I think green = can't jump but that's the only one I've been hit by.
Caer-caveral Posted April 29, 2007 Posted April 29, 2007 Blue = can't jump or dash Yellow = counterhits Green = UNBLOCKABLE!
Mulligan Posted April 29, 2007 Posted April 29, 2007 Does anyone have a list of the best air grabs in terms of range?
4r5 Posted April 30, 2007 Posted April 30, 2007 Slash frame data is a little incomplete, but, most people's airthrow range is 110 pixels. I-no's and May's are 120. Potemkin's is 130. In AC, most are 88. I-no's and May's are 96 and Potemkin's is 104. According to this http://www.dustloop.com/data/ac/system.html
Jais Posted May 9, 2007 Posted May 9, 2007 There's a thread here on DL that lists every characters #R and Slash Combo Videos. I can't seem to find it again. Can anyone link to for me. Thanks in advance.
FoxstepCEO Posted May 9, 2007 Posted May 9, 2007 When Pot buster and overhead kiss happen right by each other at the same time, they cancel each out out. Why is that? I was messing around with the Pot buster and noticed that it has a brief moment of invincibility when I'd do lvl.1 mist finers from afar (low and mid) and he can go through them if timed right. I tried the same thing against May and she always got hit. So why does the Pot buster fail to grab her if she's not invincible, unless she's 'throw' invincible right AS she goes to grab?
4r5 Posted May 9, 2007 Posted May 9, 2007 In the same way that normal throws cancel each other out, and you instead get your HS's. Command throws cancel each other out, and you end up with each other's whiff animation. PB has throw invulnerability on the first two frames, then has invulnerability to everything for the next 3 frames, then has another 10 frames of throw invulnerability.
rtl42 Posted May 9, 2007 Posted May 9, 2007 There's a thread here on DL that lists every characters #R and Slash Combo Videos. I can't seem to find it again. Can anyone link to for me. Thanks in advance. not quite, it only listed CVs that you could still download. in any case, i took it down because I couldn't keep it updated. i will likely be making another one for AC. however, since i have most Slash CVs and a bunch of #R CVs, it's possible that I could do some kind of videography... except that'd take a while, and it's more efficient for me to just handle specific requests, if you have any.
040488 Posted May 9, 2007 Posted May 9, 2007 not quite, it only listed CVs that you could still download. in any case, i took it down because I couldn't keep it updated. i will likely be making another one for AC. however, since i have most Slash CVs and a bunch of #R CVs, it's possible that I could do some kind of videography... except that'd take a while, and it's more efficient for me to just handle specific requests, if you have any. Ive got...alot of them, lol (all reload tho). Ive got a question tho. What EXACTLY is a dot? When a chart of frame data says a charecter has 40 dots of ground throw range or 110 of air throw range, from what part of the throwing chars "body" to what part of the opponents "body" is the chart talking about?
RedBeard Posted May 9, 2007 Posted May 9, 2007 IIRC, you know how your character has kind of an impassable center point? It starts from there I believe. Every "dot" away the opponent is from that. As far as how it hits, it will hit at max range of that, but throws also catch extended hitboxes. If I input say, an airthrow as Potemkin, and my opponent is Johnny. He does a j.S, which extends his hitbox forward slightly. Even if I am out of his throw range normally, I can throw his extended hitbox from his jumping Slash.
040488 Posted May 10, 2007 Posted May 10, 2007 Alright, so its from the center of the throwing char to the closest point on the opponents body. How many dots wide and high is the game screen? Is this specified anywhere? Being that the screen can zoom in and out, is it specified?
040488 Posted May 10, 2007 Posted May 10, 2007 Double post stupid question feast of joy! On top of my other question, Id like to know if crouching increases block stun as well as hit stun.
Caer-caveral Posted May 10, 2007 Posted May 10, 2007 Nope, only hitstun. Hitstun time varies between crouch and standing Blockstun varies with normal, faultless and perfect guard, but also for opponents in the air and on the ground. Also, counterhits have vastly differing characteristics depending on if the opponent is in the air or on the ground.
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