POscrub Posted June 27, 2007 Posted June 27, 2007 Cactus Guy: That's a Dead Angle Attack (abbreviated DAA). Guilty Gear's version of Street fighter's alpha counter. DAA's are performed by blocking a move, then pressing forward + any 2 non dust buttons. To do a slashback, don't tap forwards. Make sure you're holding back or downback, before pressing S and HS. As for what a slashback is, it's basicially a parry from Streetfighter 3, CvS2, etc, except you can do it in blockstun (think red parry).
Wicked Cricket Posted June 27, 2007 Posted June 27, 2007 · Hidden Hidden Can I slashback a ground hit while I am airborne like I would FD a ground hit in the air?
Luigi-Bo 87 Posted July 3, 2007 Posted July 3, 2007 Can Eddie move independently after he's summoned a la jojo's Bizzare Adventure?
Koozebanian Fazoob Posted July 3, 2007 Posted July 3, 2007 He can move left and right when you hold the stick in that direction. You can also move him while in the middle of another move, or while ducking, if you want to move him independently of big Eddie.
Kobayashi Posted July 8, 2007 Posted July 8, 2007 ...old voice sets that you can select. Is that true? How?
Koozebanian Fazoob Posted July 8, 2007 Posted July 8, 2007 I think that was just a rumor and isn't true.
Shoto Posted July 8, 2007 Posted July 8, 2007 from what I've read: hold start during the versus screen (i.e. after selecting character and stage).. completely forgot about that.. never tested it tough..
POscrub Posted July 8, 2007 Posted July 8, 2007 Kobayashi: It was just a rumor, the person who initially posted it found it wasn't true after further testing. Some of the new voice sets sound very similar to the old voice sets for certain moves. So no, you can't get the old voices. Really too bad. On the other hand, I do enjoy Smoker's cough Potemkin very much.
freelander Posted July 18, 2007 Posted July 18, 2007 how long does FDing keep you from getting tension? it's important, i'm a robo-ky player ^^''
POscrub Posted July 18, 2007 Posted July 18, 2007 20% tension gain for 1 second. Stupid question thread 2 has more information, if you're curious about DAA, RC's, etc.
低姿勢 Posted July 23, 2007 Posted July 23, 2007 Im sure theres a good charace no one will know wtf im talking about,but im to lazy to test it so just in case.... When you do the jump cancle that keeps your momentum, does that hit not count towards the tech buffer? I dont recall ever noticeing this before... but ive seem to find some instances where unless I do that kind of cancle some combos do not work bizarely enough... That is unless each time im doing this there is something else of factor... IN XX there was a way to change how much tech buffer moves added to you to say... So not like that kinda thing doesnt exsist.. but still.. *scratchs chin*
DumJumJimmyWum Posted July 29, 2007 Posted July 29, 2007 I was just wondering if someone could explain what hitstop is. I couldn't find it anywhere @_@. Thanks in advance
4r5 Posted July 29, 2007 Posted July 29, 2007 The slight pause in game action when a move hits or a move is blocked. Some moves have greater hitstop then others, like most people's 6HS and Eddie's Little Ed's P attack . And others have no hitstop at all, like Johnny's Level 3 Mist Finers and Venom's Dark Angle. xxx
Thunderhorse Posted July 29, 2007 Posted July 29, 2007 Here's a stupid question I'm too lazy to figure out myself. When A.B.A is in "power mode", does the damage she takes from dishing out attacks stay constant, or does it vary if a hit was blocked or from the power of the attack or something?
CactusGuy Posted July 30, 2007 Posted July 30, 2007 Double question attack! What does "Meaty" mean in theses guides on the forum? How is damage on block calculated?
4r5 Posted July 30, 2007 Posted July 30, 2007 1) Hitting in the middle of an attack's active frames. A common example would be during oki (your opponent's wakeup) you stick out an attack over top of them in such a way that they wakeup in to your attack's active frames and are forced to either reversal or to block. 2) Dunno.
Jais Posted August 1, 2007 Posted August 1, 2007 I do have a couple questions that I need answered please. When you jump, not 1F but normal jump and your character starts their crouch animation before they leave the ground. How many frames does it take to leave the ground? How many frames does it take before you can Air dash? It's height specific I believe so if so, NM. When you Instant block,what is the buffer window in frames that it will still accept the IB. example Slashbacking is a lot stricter than IB, I believe IB is a huge window, just like Parry in 3S. What about slashback? How many buffer frames. BY buffer frames I mean, frames before the actual connection of the move away you input the block/slashback and it still counts for a IB/slashback.
Villainous Posted August 1, 2007 Posted August 1, 2007 Does anyone other than Sol or Ky have "hidden" moves? IE Super dragon install, ground lightning, etc etc.
Digital Watches Posted August 1, 2007 Posted August 1, 2007 Does anyone other than Sol or Ky have "hidden" moves? IE Super dragon install, ground lightning, etc etc. I think what's documented so far is: Sol: Super Dragon install Ky: Lightning thing Chipp: Wall jump Dizzy: IK but worse Jam: Retarded super As far as secret moves go. I do have a couple questions that I need answered please. When you jump, not 1F but normal jump and your character starts their crouch animation before they leave the ground. How many frames does it take to leave the ground? It's not the same for every character, if I recall correctly. For some it's something like 3 frames before the character is in the air, for others (Like Johnny and Robo-Ky especially, I think) it's more. How many frames does it take before you can Air dash? It's height specific I believe so if so, NM. Yeah, there's a minimum height, I'm almost certain of it.
Jais Posted August 1, 2007 Posted August 1, 2007 I remember now. It's all 3 frames except Johnny, Robo-Ky, Axl, and maybe Pot. There might be a couple more. Those are all 4 frame jumpers. Thanks for such a quick response. Any ideas on this? When you Instant block,what is the buffer window in frames that it will still accept the IB. example Slashbacking is a lot stricter than IB, I believe IB is a huge window, just like Parry in 3S. What about slashback? How many buffer frames. BY buffer frames I mean, frames before the actual connection of the move away you input the block/slashback and it still counts for a IB/slashback.
rtl42 Posted August 1, 2007 Posted August 1, 2007 Jais, are you asking about jump activation/start-up time? it's in the system data: http://www.dustloop.com/data/ac/system.html
Luigi-Bo 87 Posted August 3, 2007 Posted August 3, 2007 What is the difference between Anji's butterfly and FB butterfly? I couldn't find anything in the Anji forums, and I didn't want to look stupid and ask there.
CJay Posted August 3, 2007 Posted August 3, 2007 FB Butterfly is an overhead and might move faster, dono, also has multiple hits. Normal butterfly is a mid.
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