4r5 Posted June 22, 2007 Posted June 22, 2007 Jump straight up, then FD something like hitting 8[P+K]7 or [P+K]87 and the like
RedBeard Posted June 22, 2007 Posted June 22, 2007 Like someone else told me(I believe it was Spirit Juice), the way you know you're doing the 1F jump properly is if you super Jump without any super jump trails following you like they normally do, nor will you kick up dust like you normally do, and no jump sound effect will play. The input I do is like [PK]2478 or something.
040488 Posted June 22, 2007 Posted June 22, 2007 I always do 7P+K+S or 7P+K, I do it alot with Johnny. You dont have to seperate the directions. Then again, im also on a pad, and the things are real imprecise with directions. Super Jump one F, thanx for the heads up Red beard, I had forgotten they exist.
4r5 Posted June 22, 2007 Posted June 22, 2007 but if you are holding [PK] and hit 7, you just FD without a jump. unless you wanna [7][PK]
RedBeard Posted June 22, 2007 Posted June 22, 2007 Erh I probably hit 7 just as I hit PK or something it's just the motion I do or something.
040488 Posted June 22, 2007 Posted June 22, 2007 Yeah, thats how I do it, at the same time. Btw, any one know of a place with the various walk/run speeds and the jump/superjump-from-the-ground speeds? Im interisted in seeing and it would be interisting to see who can get of the ground the quickest, with 1F jumping im sure some chars can get of the ground in litterally 1F and with jump speeds some could get air really fast.
RedBeard Posted June 22, 2007 Posted June 22, 2007 Short answer incase you don't want to read through all of that juicy, lovely, horribly helpful info is: Axl and Johnny take 4F to Jump Potemkin takes 5F to Jump Everyone else jumps in 3F.
RedBeard Posted June 22, 2007 Posted June 22, 2007 Well gawrsh mickey I'm just off the mark today. Me is going to stop posting now.
Teyah Posted June 22, 2007 Posted June 22, 2007 FD jump is done with just 7+FD, whereas FD superjump is either 2147+FD or 247+FD. For FD sj, I try to go through the center of the stick to avoid the diagonal, as that works more consistently for me. 7+FD for regular 1F jump is simple enough on its own, but when you're under pressure I find that it's harder to pull off than FD sj. FD superjump also gets you very high, very fast.. so it's more useful for escape, I find.
040488 Posted June 22, 2007 Posted June 22, 2007 Thnx. What about SJs? Are they the same? This data applies to reload as well?
Fishy Monkey Posted June 22, 2007 Posted June 22, 2007 http://www.dustloop.com/data/ac/system.html Short answer incase you don't want to read through all of that juicy, lovely, horribly helpful info is: Axl and Johnny take 4F to Jump Potemkin takes 5F to Jump Everyone else jumps in 3F. Redbeard is possible to explain how did you get those 5F, 4F and 3F jump-startup? i have problems finding those numbers in the system data.
POscrub Posted June 22, 2007 Posted June 22, 2007 Fishy Monkey: Sorry, but it's not there. Most of the people remember it from either forum posts, another page on the mook, or the old GCC site. Gamecombos site is down, but you can still look at the webarchive version of it. From history21: All characters not listed below: 3F jump Faust, Johnny, Axl, Venom, Testament, Slayer: 4F jump Potemkin, Robo-Ky: 5F jump
040488 Posted June 25, 2007 Posted June 25, 2007 How long does Johnnys dash last frame wise in reload?
4r5 Posted June 26, 2007 Posted June 26, 2007 from ye ol' romancancel.com [Forward Dash]: 1~10F puts Johnny Airbourne ~ 21F(Duration)
040488 Posted June 26, 2007 Posted June 26, 2007 Thanx. What happened to all the material that was on romancancel after it died? I looked in the waybackmachine and couldnt find anything.
4r5 Posted June 26, 2007 Posted June 26, 2007 it got outdated by Slash, and now, by AC. Not that there was much material to begin with.
RabbitDynamite Posted June 26, 2007 Posted June 26, 2007 Hi. I've noticed (in #R) that certain high damaging moves do a lot less damage if the opponent has a low health bar than if they have a full one. This is particuarly obvious with the Pot Buster and Faust's 236236S super, but I think I've noticed this with other moves. What gives?
RedBeard Posted June 26, 2007 Posted June 26, 2007 Guts rating. Copy and pasted from my other topic(and taken from framedata/old GCC website...) GUTS RATING 5: AN, BA 4: CH, JO, PO 3: JA, MA, MI 2: KY, OS, SL, ZA 1: AX, DI, IN, SO, VE 0: AB, BR, ED, FA, RO, TE Guts Rating Calculation A= 100%->56% health left B= 55%->41% health left C= 40%->31% health left D= 30%->21% health left E= 20%->16% health left F= 15%->11% health left G= 10%->6% health left H= 6%->0% health left Left column is Guts Rating.. -----A------B-----C------D-----E-----F-----G-----H 5 x 1.00 x 0.94 x 0.85 x 0.75 x 0.60 x 0.48 x 0.40 x 0.36 4 x 1.00 x 0.96 x 0.88 x 0.78 x 0.64 x 0.50 x 0.42 x 0.38 3 x 1.00 x 0.98 x 0.91 x 0.82 x 0.66 x 0.54 x 0.44 x 0.38 2 x 1.00 x 1.00 x 0.94 x 0.85 x 0.68 x 0.56 x 0.46 x 0.38 1 x 1.00 x 1.00 x 0.98 x 0.89 x 0.72 x 0.58 x 0.48 x 0.40 0 x 1.00 x 1.00 x 1.00 x 0.92 x 0.76 x 0.60 x 0.50 x 0.40 So basically as characters get lower on life, they lose less life according to their guts rating and their % health left. Keep in mind that's also altered by natural character defense/etc the various other mechanics of the game. So high guts rating is good. 0.85 for rating would just mean that a move that would normally do 100 damage to that character would do 85 instead, of course not including all of the other damage calculation features in the game. Edit: Erh and just to note, these are AC Guts Ratings...
CactusGuy Posted June 26, 2007 Posted June 26, 2007 How many frames are in a second? Or are the frames everyone talks about not related to actual time?
Koozebanian Fazoob Posted June 26, 2007 Posted June 26, 2007 60 frames per second, same with almost all 2D fighters and the highest effectively possible on the PS2.
CactusGuy Posted June 27, 2007 Posted June 27, 2007 Got another question, this time about slashback: What precisely is it? Whenever myself or my buddies do the command, it throws out a counter blow that knocks the enemy away. But when the computer does it, gold rings fly all over the place and no counterblow is delivered. What gives?
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