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Posted

Sorry i ment HS VT(623HS).

After i tried many different inputs its became clear that i do not fully understand the concept of JI.

Here is what i tried:

2K,2D,JI99,VT,RC,66-Often result in jumping after 2D

2K,2D,6239HS,RC,66

2K,2D,9623HS,RC,66-Also results in jumping

Is it possible to JI VT into air dash after single HS VT after reversal getting up from the ground?

Can you guys give me and example with the exact imputs.

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Posted

Lol, Id never thought of that that way! Lol, but it was right there in front of me. Thanx for the explination. As for the AC frame data...im guessing there are still alot of similaritys between it and reload, but as for the game itself I havnt gotten to even touch slash, and I probably wont get to play AC for atleast a year.

Posted

Slavi:

Jump Install Full explanation:

http://web.archive.org/web/20050309014653/www.gamecombos.com/games/ggxx/tech/ji.html

Quick and dirty explanation:

Let's examine a specific string that does work, then a string that doesn't.

Ky: running 5K, 8, 2S xx Vapour Thrust RC air dash

So Ky is running, and he does a 5K. After the 5K, tap 8, then immediately press 2S. Normally, if you tap up after standing K, it should cause Ky to jump after it. The game thinks so, so it gives Ky his airdash/double jump options. However, if you're quick at pressing crouching S after tapping up, the game will instead allow you to gatling/chain into 2S. Then you tack on the HS vapour thrust, RC it, and air dash. Yay.

So most jump cancels follow this pattern:

1) Do a normal that can be cancelled into a jump.

2) Tap up after that normal, game thinks you're jumping.

3) "Cancel" your jump by immediately pressing the next move in your chain.

Now, can we use 2K in the above string? Like

Ky: running 2K, 8, 2S xx Vapour Thrust RC air dash

This doesn't work. Why?

Because 2K cannot be canceled into a jump. Here's what happens.

Ky does 2K. You tap up. Game thinks and says, wait a minute, this move can't be cancelled by a jump! So it doesn't give you your air dash/double jump. So remember, the move you do the jump install off of, must be jump cancelable.

Posted

Also keep in mind that if at any point you don't gatling into something, you lose your jump install. For example, with Ky if I did 2K->c.S->8(JI)->5H->236K FRC->whatever...as soon as I FRCed 236K I lost my jump install because I returned to a neutral state, even if momentarily.

Posted

So most jump cancels follow this patter

1) Do a normal that can be cancelled into a jump.

2) Tap up after that normal, game thinks you're jumping.

3) "Cancel" your jump by immediately pressing the next move in your chain.

Now, can we use 2K in the above string? Like

Ky: running 2K, 8, 2S xx Vapour Thrust RC air dash

This doesn't work. Why?

Because 2K cannot be cancelled into a jump. Here's what happens.

That was really valuable. Thank you very mutch. Now i figured it out.

So as far as i know the normals for Ky that are JC-able are in GGXX#R 5P,5S and 2D. Also 2HS in Slash. Are there any others?

Now i want to ask is it possible ot JI moves without the actual animation. For example:

I am on the ground and know that the opponent will be close attacking when i get up. I decide to go for 623HS VT reversal while getting up. Is it possible to do that:

While getting up 5S,8or9(during the get up animation so 5S doesnt actually come out),623HS,RC,66 air dash

Posted
That was really valuable. Thank you very mutch. Now i figured it out.

So as far as i know the normals for Ky that are JC-able are in GGXX#R 5P,5S and 2D. Also 2HS in Slash. Are there any others?

Now i want to ask is it possible ot JI moves without the actual animation. For example:

I am on the ground and know that the opponent will be close attacking when i get up. I decide to go for 623HS VT reversal while getting up. Is it possible to do that:

While getting up 5S,8or9(during the get up animation so 5S doesnt actually come out),623HS,RC,66 air dash

Nope. You can't jump install something if it never comes out. You specifically need to JI off of a JCable move.

Posted

Not really. You can cancel the startup of a jump into a move from neutral to JI it too. However, you have to actually let your jump startup first, which means you'd have at least 1 frame of vulnerable startup. If you have room to do that then you are good to go.

Posted

Erh, right. But not from a wakeup position. And I was mostly adressing his example. Like Axl's Raieisageki can be JIed if you do 632147S, but that's a different "type" or whatever.

Posted

Glad you asked that question and Po provided that link. Id forgotten about auto jump install completely. Thatll make working in some post DBT~DB FRC air dash mixups really easy.

Posted

Now I would like to ask some questions about certain moves which effect, I dont fully understand.

Robo Ky:

-Whats the function of the pink hole on the ground? I never got hit by the hole itself. Is it usefull in mixups?

-Is there anything different about R. Ky`s tension bar except for the looks? When he slowly turns red, does he become stronger?

Johnny:

-What is the myst about?

-When you get hit by 2 coins you will eat 9 hits if 214 S hits you right? Is there anything other about the coins to watch out for?

Testament:

-When you get hit by 236 KorP after that the Crow and Succubus attack randomly right?

-Testament can set up 2traps with 214S and 214HS. When he activate a 3rd the previous 2 are deactivated but can hit the opponent. The traps are activated in the place where Tetament sets them(close to himself). Am I correct?

When the opponent touches the traps they activate. My question is this. Is it possible that opponent can be hit with the grond trap if he passes true the air too close to the ground? Does it even activate? That question goes for the air trap as well. If you pass underneath it will it activate?

-In purple state when you are poisoned, can you die from the poison itself? How long does the poison state lasts. Is it possible that the poison effect is reduced or taken away somehow by special occasions?

Jam:

-Jam stores power and a small dragon like icon apears below. Whats this for?

Potemkin:

-Is the ground pound blockable? I notice that people use it as an anti air. Does it have some high evade properties?

-I havent seen this move in the command list, but Potemkin has some big yellow spiral-like projectile. From what I have seen it goes through and beets varios type of projectiles. Is it possible to beet this move with a projectile? For example Testament`s 632146HS, 236236HS or Ky`s double CSE 236HS FRC 236HS?

I am asking all this about Reload. I think most of my quesions are pretty mutch fundamental, but if there is any particular difference in Slash or AC please say so.

Posted
Now I would like to ask some questions about certain moves which effect, I dont fully understand.

Robo Ky:

-Whats the function of the pink hole on the ground? I never got hit by the hole itself. Is it usefull in mixups?

-Is there anything different about R. Ky`s tension bar except for the looks? When he slowly turns red, does he become stronger?

Johnny:

-What is the myst about?

-When you get hit by 2 coins you will eat 9 hits if 214 S hits you right? Is there anything other about the coins to watch out for?

Testament:

-When you get hit by 236 KorP after that the Crow and Succubus attack randomly right?

-Testament can set up 2traps with 214S and 214HS. When he activate a 3rd the previous 2 are deactivated but can hit the opponent. The traps are activated in the place where Tetament sets them(close to himself). Am I correct?

When the opponent touches the traps they activate. My question is this. Is it possible that opponent can be hit with the grond trap if he passes true the air too close to the ground? Does it even activate? That question goes for the air trap as well. If you pass underneath it will it activate?

-In purple state when you are poisoned, can you die from the poison itself? How long does the poison state lasts. Is it possible that the poison effect is reduced or taken away somehow by special occasions?

Jam:

-Jam stores power and a small dragon like icon apears below. Whats this for?

Potemkin:

-Is the ground pound blockable? I notice that people use it as an anti air. Does it have some high evade properties?

-I havent seen this move in the command list, but Potemkin has some big yellow spiral-like projectile. From what I have seen it goes through and beets varios type of projectiles. Is it possible to beet this move with a projectile? For example Testament`s 632146HS, 236236HS or Ky`s double CSE 236HS FRC 236HS?

I am asking all this about Reload. I think most of my quesions are pretty mutch fundamental, but if there is any particular difference in Slash or AC please say so.

Robo Ky

1. When Robo Ky has the pink hole in the ground if you stand over it Robo Ky gains tension. It also works vise versa for the enemy as well. It has use for mixups as well.

2.When he slowly starts turning red he begins to overheat and when he fully overheats he blows up causing damage to himself and knockdown.

Johnny:

1. Ummm? Mistfinder? If so thats his sword attacks. HE has a high,mid and a low one.

2. Don't know what your trying to ask here.

Testament:

1.No they don't attack randomly. Testament's curse has a set pattern. Gotta learn it.

2.The previous traps aren't deactivated. And yes he sets them close to himself. Yes the oppoent can be hit by the ground trap if he passes too low throug the air but usually that happens with the big tree. If you pass underneath it without the hitbox of the trap being hit then the trap will remain active and will not deactivate.

3. No you can not die from the poison but it can leave you up too 1 health. I don't know how long the poison lasts but I imagine around 10 seconds. No I don't think it is reduced or anything for any specal occasions.

Jam:

1.Thats for her 236K flying kick. Which increases the speed,damage and throws the enemy farther toward the wall.

Potemkin:

1.Slide head (Name of the move your talking about) can be blocked if you corch and FD. As for high evade properties I don't think so.

2.No. But it can be blocked.

Posted

About Johnny, I expect that the question is regarding Bacchus Sigh. Basically, when you get the mist onto an opponent, they can no longer block Johnny's Mist finer.

Also, just to be a bit clear about Testaments traps, you can have two of each kind out at the same time. Laying out a third will deactivate the oldest trap of the type you just laid out. Powered trees and nets (from Master of Puppets) do not count as the same type as the regular versions.

Trees activate as soon as you pass over them, regardless of how close you are to them. Also, you have to FD them if you're in the air. Nets only activate if the opponent actually touches them, but can be disarmed by striking them.

Posted

Slavi:

Robo-Ky:

Just to add to what the guy above said, if the opponent stands on Robo-Ky's mat, they do gain tension. However, unless the opponent is another Robo-Ky, you'll find Robo-Ky hits max tension a lot faster than they do. So not so useful for them. Robo-Ky's meter is divided up into blocks. If you look at his special moves, most of them are divided into lvl 1, 2, and 3. If you have meter, Robo-Ky uses up one block of meter, to do a powered up version of the move. So Robo-Ky can end up using up a lot of meter quick, which is why they gave him the mat.

Johnny:

Mistfiner (Sword slash) is actually 236 P/K/S. Getting hit by 1 coin is actually what most Johnny's want, as the level 2 version of mistfiner is generally what lets him combo well. Mid and low versions pop you up for a combo, high version you can repeatedly loop it in the corner.

Potemkin:

1) If Potemkin actually hits the opponent with his body, it's [Edit]blockable. The earthquake effect is not blockable. Yes slide head does have some high invincibility, but it runs out before he does the ground pound. If you do the move yourself, you'll notice he kinda stands still a bit, before falling over. While he's still standing, he's got high invincibility (Good enough to go through most fireballs and some predicted pokes). Doesn't make a good antiair since if you dodge their attack with the invincibility, Potemkin still has to complete falling over before he hits them, so they can hit him first. If Potemkin actually hits them with his body, and they block it, they get to move quite a bit before Potemkin can, so it's punishable.

2) Potemkin has a fireball reflector, listed as F.D.B., HCB+S (63214S). Potemkin kinda crouches down and flicks his finger. If he gets hit by a fireball near the start of the move, he'll send back the yellow projectile you see. Yellow projectile will eat up normal fireballs, but stuff that ignores/ goes through other projectiles, like Venom's Dark Angel, Eddie's Amorphous, Dizzy's Laser from Fish etc. will make it through. Testament's Nightmare Circular will make it through.

Posted

Another bonus to note about Level 3 MF is that it allows faster Mist Cancelling. This can actually lead to some fairly devastating frametraps, but you really don't want to aim for level 3. If you get level 3 though you can land some fairly decent damage on it. Generally, using 236S is actually a waste unless you're using it to prevent a jump for some quick damage. 236P with Level 3 is highly comboable and barely reduces the guard meter, so if possible you should try to hit with that but most Johnny's don't tend to bother practicing level 3 because it's not exactly a common occurance. Most Johnny's wind up wasting it for 236S chip damage.

Posted

That's Instant Air Dashing, or IADing for short. And yeah the technical input is 96 or 956, but just hit upforward, then right. Different characters have different heights for when they can IAD, Jam's is one of the lowest to the ground possible, so you have to get a feel for the timing.

Posted

Just to add to the above responses:

Robo Ky:

-Is there anything different about R. Ky`s tension bar except for the looks? When he slowly turns red, does he become stronger?

In AC, when Robot gets 80+ % heat, some of his moves have altered properties (more damage, longer hitstun, something along those lines).

Testament:

-When you get hit by 236 KorP after that the Crow and Succubus attack randomly right?

-In purple state when you are poisoned, can you die from the poison itself? How long does the poison state lasts. Is it possible that the poison effect is reduced or taken away somehow by special occasions?

- As mentioned above, the Crow does not attack randomly, per se. There are 4 attack patterns that the Crow will follow (I'm pretty sure the patterns are randomly chosen when the opponent gets hit by Phantom Soul), and I seem to recall that the patterns are slightly different depending on whether you did 236+P or 236+K. (I also think the patterns are different in AC compared to #R and Slash, but I'm not sure. It should be in the Testament AC thread, somewhere.)

In case you're wondering, 236+P lasts for 6 seconds, 236+K lasts for 12 seconds.

- Poison damage is between 4-10 damage (depending on how much of the opponent's life is left), but as already mentioned, it will never kill. The poison effect is negated if Testament sustains any damage. (Similarly for Phantom Soul, btw.)

Jam:

-Jam stores power and a small dragon like icon apears below. Whats this for?

- You can get the same kind of power-ups for her other kick specials.

Potemkin:

-I havent seen this move in the command list, but Potemkin has some big yellow spiral-like projectile. From what I have seen it goes through and beets varios type of projectiles. Is it possible to beet this move with a projectile? For example Testament`s 632146HS, 236236HS or Ky`s double CSE 236HS FRC 236HS?

- In #Reload you could flick a LOT of supers. That was changed in Slash (i.e. the supers that you could flick in #R were un-flickable), but I *think* in AC they've changed it back to how it was in #R.

Posted

Actually that reminds me...

Does anyone know how much overall damage these moves do if the poison lasts full duration on like a full health Sol?:

Warrant

Nightmare Circular

Faust's poison bottle

Also, is there a note anywhere for how long the poison lasts for each move either frame or second-wise anywhere?

Posted

I'm pretty sure all poisons are the same.

Anyway, I haven't found any hard data on it, but it lasts for 15 "ticks", which takes about 8 seconds to finish. The damage on a character with full life is 127, for half life it's 86 and on someone with around 1/4 life it lies around 65. It is not affected by defense rating at all, which is why it kicks so much ass :v:

Also, I can't be totally sure of this, but it seems like the damage drop from low health is updated for every tick, and not simply from the health at the start of the poison.

Posted

Arbitrary measurement of time - in this case, every time your health drops due to poison, that's our tick.

Posted

I have problems with certain combo with Ky.

After Dust I want to do homing jump S,HS and than land on the ground. I connect the S after homing jump cancel with F.defence but cannot hit with HS after that. If I try to press u or uf Ky gets into homing animation again. Any ideas?

Posted

you should probably post in the Ky forums or PM one of the Ky moderators to ask for help. this thread is really intended for more generic questions.

Posted

Ok I am sorry.

Can someone explain the weight categories and if there are any changes from #R>Slash>AC?

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