4r5 Posted June 17, 2007 Posted June 17, 2007 · Hidden Hidden The 5th attack button. Comes after Hard Slash.
Spirit Juice Posted June 17, 2007 Posted June 17, 2007 I believe a dot is 1 pixel. So 40 dot range (standard throw range I think) = 40 pixels of range. Since the game runs at 640x480, it is about 6% of the screen's length.
040488 Posted June 18, 2007 Posted June 18, 2007 Thanks man! I knew that dot=pixel, but i had no idea that the game runs at 640x480. Which brings me to another question, is that the size of the entire game area, or is it just the screen at any given time? If its the screen at any given time, what are the other settings?
Jet Set Dizzy Posted June 18, 2007 Posted June 18, 2007 But the camera zooms in and out so it cant just be that simple. right?
Spirit Juice Posted June 18, 2007 Posted June 18, 2007 It is that simple. The game resolution never changes... though I don't know how the game handles "dots" when the screen is zoomed in or out. I assume that zoomed in is more accurate... and that's the only time dot length matters anyways (throws are ranged in dots, so you're not gonna throw someone at full screen away).
Jet Set Dizzy Posted June 18, 2007 Posted June 18, 2007 (throws are ranged in dots, so you're not gonna throw someone at full screen away). I sure am, I dunno about you.
040488 Posted June 19, 2007 Posted June 19, 2007 Thnx for the info SJ. Id really like to know what a dot is when zoomed out tho.
excelence Posted June 19, 2007 Posted June 19, 2007 ok next stupid question(;^v^)a, do every character have that standard throw range or some has shorter or longer range that could be use on advantage, and if i didn't mistaken, mid air throw range is slighthly further than ground throw
040488 Posted June 19, 2007 Posted June 19, 2007 http://f32.aaa.livedoor.jp/~kosugi/guilty/ggxxsharpreload.htm Yeah, the chars have small diffrences in ground throw range, looks like between 39-45 on average. The air throw ranges seem to be similar, 108-114 on average, tho I havnt looked at every chars data. What this distance is from and what its too is unknown to me!, tho someone suggested its from the impassible center, tho i dont know where this is.
4r5 Posted June 19, 2007 Posted June 19, 2007 hey guys. don't forget that we got ac system data here on dutloop http://www.dustloop.com/data/ac/system.html and includes stuff like throw range
Digitalbooty Posted June 20, 2007 Posted June 20, 2007 what makes a hit a counter hit and what makes it a normal hit? I know what it DOES, but how do you MAKE it a counter hit?
Darkhonor90 Posted June 20, 2007 Posted June 20, 2007 what makes a hit a counter hit and what makes it a normal hit? I know what it DOES, but how do you MAKE it a counter hit? Hit an opponent during the active frames when the opponent is doing a move.
Digitalbooty Posted June 20, 2007 Posted June 20, 2007 Hit an opponent during the active frames when the opponent is doing a move. Ok, so doing a sidewinder isn't really a counter when it does the extra stun. You just have to hit on a specific spot? edit: one more really dumb question. How do you make Sol's "running dp" have more hits?
Darkhonor90 Posted June 20, 2007 Posted June 20, 2007 Ok, so doing a sidewinder isn't really a counter when it does the extra stun. You just have to hit on a specific spot? No it's a property called ''Clean hit'' You must center the Sidewinder hit with the center of the opponent's hitbox. Its much different from a counter But it is possible to get a counter hit clean hit D: lol
4r5 Posted June 20, 2007 Posted June 20, 2007 edit: one more really dumb question. How do you make Sol's "running dp" have more hits? grand viper? wiggle the stick and mash buttons. don't accidentally RC. Wiggling the stick has more of an effect the mashing buttons. This is also in the Gameplay Faq, but I guess since this is always at the top, people don't notice the Faq. Is there a way to keep stickies in a constant order?
kaworu Posted June 21, 2007 Posted June 21, 2007 Just a quick query: I thought Ky's 6HS and Pot's 6HS were lvl 6 normals? Yet in the AC Mook it says lvl 5??
4r5 Posted June 21, 2007 Posted June 21, 2007 'Level 6' moves are level 5 moves that ignore level 5 blockstun rules and apply their own blockstun (that is higher then what level 5 blockstun would be). If you check under notes for Ky and Potemkin you'll see that both their 6HS have speacial properties on block.
Luigi-Bo 87 Posted June 21, 2007 Posted June 21, 2007 What's all this level 5 level 6 stuff about? Does it apply to Slash?
4r5 Posted June 21, 2007 Posted June 21, 2007 http://web.archive.org/web/20050306072709/www.gamecombos.com/games/ggxx/data/charts.html go down to "Hit Stun Level Chart" it applies to all versions of GGXX. (As far as I've been able to figure.)
Caer-caveral Posted June 21, 2007 Posted June 21, 2007 It's wrong though. Correct version in my post here: http://www.dustloop.com/forums/showthread.php?t=598&page=152 Except for possibly the air ch's.
Rinsuku Posted June 21, 2007 Posted June 21, 2007 Ok, because this thread is extremely long, and I really don't feel like searching through the whole thing. If you're in the air and the opponent is on the ground. Is the only way to block their "ground" attacks is by FDing?
Koozebanian Fazoob Posted June 21, 2007 Posted June 21, 2007 For the most part yes. Some moves don't require you to FD though, like most projectile type attacks. Some moves that appear to be in the air also require you to FD (like all dragon punches). You can always check the frame data for specifics.
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