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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

Hey breaking a dash by going neutral also gives you an extra slide, i dunno if it's more or less than FD breaking tho (anyone know?), tho for some chars the neutral slide is very obvious when they go neutral, like baiken lifting up both her legs >>

Also i'm thinking the slide speed is diff for each char?

and i didn't know JI breaks ur run momentum, do you have any examples of how this works?

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Posted

probably not a good example, but with #R Sol, if you JIed during a ground combo and then cancelled into BR RC, you would lose your forward momentum from the BR after jumping (unless you did the 1-frame "normal jump cancel"/"inertia jump", in which case you could keep it).

Posted

I'm playing the US version of AC, and the beat never seems to go black. For example, I go into training mode, and set teching on. The dummy techs. I set it to tech at say frame 30, and do a techable combo. (I was using tatami mat, j.S, which I could land almost every time in arcade mode, but almost never in practice.) The computer doesn't tech. The counter doesn't go black. Same thing happens when I set teching off. I looked in every options menu I could find, and there was no "Black Beat Option". Did they remove the black beat for the US console version? If so, why? I don't see how it could be anything but a plus. Is there some secret option or unlockable that lets me turn this on?

Posted

DO NOT SET RECOVERY AT FRAME 30. The CPU will NEVER tech. The lower the number=the more likely they can tech. I set recovery frames at 0-3max. In the Japanese version of AC even if the recovery frames are set at 30 the beat counter will still go black. It still happens when I practice in training mode if I do a combo that I mess up on. And it could be that you might have not set tech on neutral,random,fwd, or back.

Posted

The problem is not the computer not teching, it's the beat counter not going black It is supposed to go black if your opponent could have teched but didn't, right? If so, why does it never turn black, even when I do techable combos?

Posted

List some of the combos you're doing. Someone here might give it a try.

You know what never mind. try this: With Sol do grandviper no clean hit, then perform a air combo. If that doesn't make the beat counter black then you might have a messed up copy.

Posted

Okay. Set the computer to tech forward or back at frame 0. Now do Tatami, j.D. The opponent will tech before you hit them, right? Now set teching off. Do the combo again. The beat won't turn black. This also happens in matches, which is really annoying, because I have no way to know if my timing was wrong but my opponent didn't tech.

Posted

Okay I just tried it.

Settings:

Training Mode

Dummy

Recovery Frames:0

Recovery:Front

tested on:Anji Mito

First of all I couldn't always land the j.D after tatami(ground tatami right?). And whenever I did the BEAT turned black. However I did notice that when I set counter to first and landed a tatami CH the j.D was possible and the BEAT didn't turn black. Are you sure you're not landing CH tatami's?

Wait a minute...

Who are you testing it on?

Posted

No, they're not CH Tatamis, but I think you've just solved my problem. I never could figure out what the "Counter" setting did in training mode. I guess it affects the beat counter. I'll experiment tomorrow when I get up. But before I go to sleep, is there any way to make the beat go black for invalid combos in non-training mode?

Edit: I tested earlier today on testament, but I did j.S. I figured since that was techable, then j.D, being slower, certainly would be. Also, if teching was set to frame 0, then how come the beat turned black? Is there something I don't understand about when the beat turns black?

Edit 2: Man I'm tired, I misinterpreted your post, the counter setting affects counter hits, duh. It was clear rereading your post that's what you meant.

Posted

A little tidbit about the CPU. The CPU tends not to always tech when the BEAT goes black. Eventhough you know they could have teched at that point doesn't mean it'll happen. The CPU falls for nonsense from time to time like eating a Gunflame on wakeup. Which explains why in a match you might land j.D after tatami.

Posted

... so did you figure it out? i can't quite tell, from your edits, whether you've worked everything out or not @_@

Posted
probably not a good example, but with #R Sol, if you JIed during a ground combo and then cancelled into BR RC, you would lose your forward momentum from the BR after jumping (unless you did the 1-frame "normal jump cancel"/"inertia jump", in which case you could keep it).

That's something completely different.

Really the only time it comes up is if you run in for a combo and JI in the middle of it. Used to be the case with Sol if you'd try to JI for a BR RC Dustloop that it could throw you off a bit but that auto JIs now so it doesn't matter. I honestly can't think of a case where it does matter now.

Posted

I know I can land techable combos in matches, it happens all the time, but when I do, the beat doesn't go black as it should. And no, rtl42, I haven't figured it out yet.

Also, I have a question about Grand Viper. Why does it often say the last hit is a counter hit?

Posted
Really the only time it comes up is if you run in for a combo and JI in the middle of it. Used to be the case with Sol if you'd try to JI for a BR RC Dustloop that it could throw you off a bit but that auto JIs now so it doesn't matter. I honestly can't think of a case where it does matter now.

Some May combos.

Posted
I was just thinking, is there even such a thing as air grab inv?

Presumably it would apply to anything that's grab invulnerable and off the ground. Probably the last few active frames of VV, for example.

Posted

Sometimes when I am on the ground at a certain distance, Eddie`s far drill hits me in the back when I get up. What should I do?

Also when I am in the corner, getting up when there is a mine lying on the ground, the mix up with jump attack and the mine drill seem unstoppable for me unless I have a burst. I know the mine drill must be blocked low, but then I eat jumping attack or vice versa.

When I do V. trust when getting up from the ground and Eddie is mixing attacks with shadow I always hit shadow and Eddie remains intact maybe I shouldn`t try VT at all...

Posted
Sometimes when I am on the ground at a certain distance, Eddie`s far drill hits me in the back when I get up. What should I do?

Also when I am in the corner, getting up when there is a mine lying on the ground, the mix up with jump attack and the mine drill seem unstoppable for me unless I have a burst. I know the mine drill must be blocked low, but then I eat jumping attack or vice versa.

When I do V. trust when getting up from the ground and Eddie is mixing attacks with shadow I always hit shadow and Eddie remains intact maybe I shouldn`t try VT at all...

1. Just block low for the far drill. Its not unblockable your not just blocking low.

2. That my friend is called an unblockable. The puddle is a low and the kick is a high...you do the math.

3.VT is a bad option. Blocking corretly and knowing when to escape is better :eng101:

Posted

It's possible to block high/low unblockables but you've got exactly 1F to do it, and the order in which to block the things can be altered by the attacker pretty easily. But yeah in other words you're pretty much boned if the Eddie sets it up right. Welcome to why Eddie is absolutely stupid!

Posted

Arg... I don't know if my question belongs in here but I can't seem to find any other thread that appears to be appropriate so I'm going to post here.

I have a great difficulty with inputing exact 623, dragon upper move. No matter how percise I try to input, it becomes 6236. It's ok as long as I input 6236 fast enough. But sometimes, 236 move comes out intead of 623 move, and I drop a lot of combos becuase of this (expecially with Anji and Ky's combo). Somebody told me hold the stick in 3 postion but again 'magically' 6 comes out of nowhere. I use TK5 Hori stick and this might be the reason but I don't really know since I don't have any other sticks to compare with. But I can sense that my stick is really wobbles a lot and sensitive(exact input of difficult motion is near impossible for me with this stick. Maybe I just suck). Did anyone have a same difficulty as I am? If so, how did you get over this little problem? Thanks...

Posted

I play on a HRAP2, and used to play on a T5 stick. What I do is, when I do a DP motion (623), I leave it right on that diagonal of the square gate. It works fine for me.

Posted

Make sure you're hitting 623 or 6236 - it doesn't matter in AC which one you use. Go into Training Mode and turn Input on to see exactly what directions you are missing.

Way back when I was getting used to japanese sticks from american sticks, I sometimes missed that first 6, getting only a 323 input. Could be happening to you.. just check Training mode in any case.

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