CABINET SMASHER Posted April 10, 2006 Posted April 10, 2006 Power level, guard meter, and counterhit properties, predominantly.
Kairi Posted April 12, 2006 Author Posted April 12, 2006 its a semi infinite its just started with either a 6k or a 5s iad jp jp etc jhs land 5k or whatever and repeat its very easy.
Incendia Posted April 14, 2006 Posted April 14, 2006 Quick stupid question: Is there a particular way to block Ky's 6HS oki? I know this sounds lame but the other day, i was at the arcade playing XX with a friend and i just kept using 6HS oki combo into KD for multiple wins. He swears he was blocking and we tested the stick, it was fine. Or was it some technical error with the machine/game? Just asking cuz its been bugging us.
orka Posted April 14, 2006 Posted April 14, 2006 there is something wrong with the stick... or your friend just doesn't know how to block. ky would be banned if his 6h was unblockable. -_- there actually is a way to make it invulnerable to reversal dp, but i'm sure nobody can hit that constantly.
Incendia Posted April 14, 2006 Posted April 14, 2006 I dont doubt his blocking so i guess it was a tech error. Hes block my 6HS oki abt a hundred times before, it was just that machine. I do wish it was unblockable though. 6HS is invincible to DP with perfect timing, but yeahhs nobody's that perfect consistently i suppose.
HmR.kS Posted April 14, 2006 Posted April 14, 2006 Does any of Baiken's moves have invulnerability to reversal DP?
rtl42 Posted April 14, 2006 Posted April 14, 2006 · Hidden Hidden and at the right distance, backdashing ;D
SolxBadguy Posted April 14, 2006 Posted April 14, 2006 In Slash does Sol still have that animation were he likes, dark dragon installs after Faust does that overdrive on him?
shinquickman Posted April 15, 2006 Posted April 15, 2006 Does any of Baiken's moves have invulnerability to reversal DP? The triple slash super and that's it.
jeffekun Posted April 15, 2006 Posted April 15, 2006 · Hidden Hidden If you choose #R characters in Slash, do they regain #R engine properties too? (less pushback, HS Option Select, loose DP motions...)
Xancalidon Posted April 16, 2006 Posted April 16, 2006 I am switching from Venom to Anji Mito and am wondering: WHAT IS JUMP INSTALLING?? Every time I do it, and then jump, nothing spectacular happens. How is this significant in terms of Anji's gameplay, and how do I execute the move properly?
Tritone Posted April 16, 2006 Posted April 16, 2006 http://www.dustloop.com/forums/showthread.php?p=11535#post11535 Q) What is Jump Install? How can I do it? Jump install originated as a glitch, but has been accepted and is now a common technique. The basic idea is that you trick the game into thinking you have already jumped, but actually never leave the ground. The net result of this is that if you leave the ground under a condition that would normally not allow you to double jump or air dash, you will still be able to do these things. The way to actually do a Jump Install is by starting a jump motion, but before you leave the ground, input something that causes you to stay on the ground. For example, the basic Gattling method can be done like this with Sol: S 8 2D By hitting 8, you buffer a jump, but before you jump, you cancel into a 2D. This causes you to have "installed" a jump. That doesn't help you immediately, but now what if Sol does this: S 8 2D 236K(1-hit) RC ... Now Sol is in the air after RCing the first hit of the Bandit Revolver. Normally he can't jump during this, but because you jump installed, you can now jump or jump cancel, such as doing: S 8 2D 236K(1) RC > j.S > jc.D 623H Not a great example, but you can build on this basic technique to do some very nice stuff.
SolxBadguy Posted April 16, 2006 Posted April 16, 2006 Does anyone know if you can select the version #Reload stages?
poon Posted April 16, 2006 Posted April 16, 2006 There are other ways to jump install. For example, you can essentially "dry" jump install, where you don't actually cancel an initial jump and then input a second jump later. Basically you do this by completing the input for a special move before you leave the ground from your jump input. For example, with Chipp 228H, if done fast enough so the H is entered before you actually leave the ground, will jump install his teleport. Super jump installing is when you give a superjump the properties of a regular jump, using the technique described in the earlier post by Tritone, except you finish by jump cancelling into a super jump. For example, Ky hits an airborne opponent with close slash, 2h. During the close slash, Ky inputs his first jump motion, but hits 2h before that jump can take place and so the gatling continues with a jump install stored. Then, he super jump cancels off the 2h, which now gets the properties of the jump install. Now, you can actually super jump install off a single jump cancellable move. You simply have to enter the jump and following superjump motions extremely fast. It is not terribly hard on a stick once you are used to it, however. It is easier with heavy characters that have slower jumps.
SolxBadguy Posted April 16, 2006 Posted April 16, 2006 Also whats the Diagram for? How can I raise it or lower it?(Characters)
hatorri hanzo Posted April 16, 2006 Posted April 16, 2006 I think you play alot of versus matches to change the diagram. Even though my XX PS2 version still has the default diagram as i play no VERSUS YOu just have to play alot of matches maybe like 100 and save after your done playing
The Orange Sven Posted April 18, 2006 Posted April 18, 2006 Do you mean the diagram that records character matchups? Afaik, you have to play 2 player in arcade mode to get that to record. Anyway, that's how we do it.
stinkymonz Posted April 18, 2006 Posted April 18, 2006 What were the things that prompted a Blue version of #R?
Teyah Posted April 18, 2006 Posted April 18, 2006 What were the things that prompted a Blue version of #R? The Faust infinite, Robo-Ky powerup glitch, and other minor glitches / imbalances. Faust infinite: *41236K, pull in, S©, 2H, repeat * many times. There may be some sort of trick to this as I didn't have much success with this when I tried it out years back. But then again I was pretty noob back then in GG. RK powerup glitch: Jump and FD in air as timer goes off on detonation super and you don't explode (you FD the explosion hit), keeping the powerup and refilling tension bar for the remainder of the round. Also, if you are thrown, hilarity ensues (usually, RK explodes and hits the attacker, but not in all cases). Full-round powerup w/constant tension gain + opponent afraid to grab you were top tier tactics. :D RK could also FDC after his 6[6]+attack charge move, allowing for stupidly damaging combos on lighter characters. There were other minor glitches like Faust's sprite tearing (getting garbled) during certain animations. This was most notable to me while Faust was blocking high, but I never really payed much attention to it. Here's a hilarious #Red glitch video showing other random stuff as well: http://s29.yousendit.com/d.aspx?id=3CFUQBORI6W130YIUN1O5FZE7B Anyway... #Red's not really a 'glitched' game unless you go out of your way to make it so; all #Red-only glitches/properties were banned during both our tourneys we had on it back in 2003/2004, and they went off without a hitch. Other than the few glitches and a few random move properties, #R Red is identical to #R Blue.
HmR.kS Posted April 19, 2006 Posted April 19, 2006 Question: I was playing GGXX/ on console with my friend today. He was Ky and I was I-forgot-who. I was in the air when he 5D me and Impossible Dust appeared. So what's up with that? I'm sure I was in the air when he 5D'ed me.
hatorri hanzo Posted April 20, 2006 Posted April 20, 2006 everyone playing on maniac difficulty or regular? I can't beat Order sol how to do it? just ik him all the time?
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