HmR.kS Posted May 9, 2006 Posted May 9, 2006 What is R? And thanks Blood, for the wonderful information.. :D
ROBOちゃん Posted May 10, 2006 Posted May 10, 2006 Is there any reason why a charcater being in blockstun would make your opponnts move unblockable vs air unless fd? I have no idea what this thing is about, it's really srange.
Wirya Posted May 10, 2006 Posted May 10, 2006 @robo : I presume you're talking about Slayer's 2142124S. It's really only blockable midair by FD not only when the opponent is in blockstun. Check gamecombos or romancancel's Slayer frame data.
ROBOちゃん Posted May 10, 2006 Posted May 10, 2006 lol okay I was being stupid I compltly forgot the air dandy has two hits. I was having the opponent high jump then I jumped under them and hit them with the tail and they blocked it. Then I tried jumping and pressuring them with jp then I'd hit airdany and it's unblockable unless fd, but that was because I was hitting with the head whereas before I was hitting with the tail...so tail blockable and head unbloclable without fd.
psilo_sempai Posted May 10, 2006 Posted May 10, 2006 yeah, uhm... i was just wondering.. why ggxx fucking blows so damned terribly bad? like.. i can understand disappeariong command lists, random ik-mode installer taunts, burst delay until after your char gets hit and bounces off the ground, missing hitboxes, and all around worthless programming to where the music wont load, or it loads the incorrect color scheme... ..but i mean... what the fuck? what.. ..the... .....fuck [finished playing ggxx nearly 11 hours ago]
Koozebanian Fazoob Posted May 10, 2006 Posted May 10, 2006 Slash is a lot buggier than XX was. Still has the same old glitches from X2/#R but now it has new ones as well. Plus the input buffer in Slash is rigged up to suck or something.
psilo_sempai Posted May 10, 2006 Posted May 10, 2006 tshe... theres a shocker.. why cant programmers work out these annoying occurances befor they release a title.. i strait up watched my I-no's music note projectile go RIGHT THROUGH my opponents soul badguy with out so much as a hit animation.. no dmg, nothing, not even an acknowledgment it was there f'ing sammy
SynikaL Posted May 15, 2006 Posted May 15, 2006 Hi all. Can anyone help me find detailed information on Slash's system? One thing I'd like explained to me specifically is the game's tech/recovery system. For i.e., are tech's vunerable at any point near the beginning of them, or is all I can get out of them like, a throw setup (just speaking generally)? -Syn
locke14 Posted May 15, 2006 Posted May 15, 2006 http://www.romancancel.com/e107_plugins/content/content.php?content.103 Guilty Gear System. Hope that helps. EDIT: I think you must be registered or at least logged in on that site in able for you to view all of the contents. Not sure though.
SynikaL Posted May 15, 2006 Posted May 15, 2006 Thanks for the quick reply. That link helped a little, though I know most of those things. Can anyone help me with Jump Install and Faultless Defense Cancel? I just can't seem to grasp the concept of those two things. FDC doesn't seem to be cancelling my moves any faster, I'm guessing I'm just doing it wrong. Ky's Dust as an i.e., all you do is execute D, then near the end of the animation you input 4 P+K, correct? Also JI, Gatling form, Ky as an i.e., I perform P, tap up, then K? After this I'm supposed to be able to jump three times? I just can't grasp the concept from the link. Also, where can I find character weight classes? -Syn (thanx in advance)
Teyah Posted May 15, 2006 Posted May 15, 2006 The RC guide just has basic general data, for more detailed and practical info you'll want something else. Check out the old Gamecombos GGXX guide which still mostly applies to Slash. You can find it here: http://web.archive.org/web/20050306060047re_/www.gamecombos.com/games/ggxx/ The GG 101 / 201 / 301 series is really, really good stuff to know. Just ignore the 'Option Select' part of 301, as Option Select throws have been removed/made less practical in Slash. For your specific Q's, I'll try to explain what I can: Tech System: Each move has its own unique 'untechable time'. It's not a general system like in other games like SFA3 where untechable time was determined by your ability to move/act, or anything like that. Generally... P < K < S < H < D in terms of untechable time. But if a move launches / knocks away as a general property, there's a good chance it has greater untechable time to help with that (ie. Baiken's j.K / Sol's j.D, respectively). Untechable time increases considerably on Counter Hits, with certain specific moves (usually D and H attacks) being mostly/completely untechable on CH. Techs are invincible for the first some frames (during the white flash), but are completely airthrowable at all times. Jump Install: Generally done by inputting an up motion after a jump-cancellable move, then performing a move that takes you airborne within your current chain of attacks. Since you're asking about Ky, I'll list a couple practical uses of JI. Throw FRC -> 5S©, Greed Sever, 5S© (tap up to JI), 2H, sjc.S, sdj.S-H-623H. - Your Jump Install here lets you double jump during your super jump, allowing for a better followup after your launch with 2H. After midscreen Greed Sever or midscreen Slash DP Counterhit: 5S© (tap up to JI), 2H, 623H RC, Airdash, land a) 5S© (tap up to JI), 2H, sjc.S, sdj.S-H-623H b) 5S©, 2H, 623H for knockdown. - Uses JI to allow you to airdash after your Hardslash DP. You then land before the opponent and can followup with another JI combo similar to the one possible after Throw FRC, or just simply DP with H for a knockdown. Faultless Defense Cancel... doesn't exist in Slash! Only time where it did was in GGX, where you could cancel your 2D into FD to cut recovery to zero. Maybe you were thinking of FD option-select aithrow, which is gone in Slash (though there is a new way to do it now supposedly).
Teyah Posted May 15, 2006 Posted May 15, 2006 Oh crap. I was thinking of it in the terms he mentioned mainly, but yeah, he does have his very useful FDC j.2K. As does Chipp have his FDC j.2K. Notes for SynikaL: Faust can FDC j.2K to take him airborne really quick and keep him low enough to do things like j.K as an instant overhead. Chipp can FDC j.2K to halt his forward momentum during jumps. Very useful during running jumps since you can FDC drop right on top of opponent and hit j.H to crossup / fake-crossup. Some others can FDC air moves too (ie. May FDC j.2H works similar to Chipp's FDC j.2K), but it's generally not too useful for them.
locke14 Posted May 15, 2006 Posted May 15, 2006 Also, where can I find character weight classes? http://www.romancancel.com/e107_plugins/content/content.php?content.117.2#cw GG Character Weight Chart. You can also find other GG charts there as well.
Teyah Posted May 15, 2006 Posted May 15, 2006 Note that the weights listed on there don't include 'practicality', again. There are actually some huge differences that you can't tell just by reading a weight chart. Some examples: - Bridget behaves far more like a 1.10 weight character than a 1.05, as he tends to float higher, and more quickly. - Testament, and to a lesser extent Ky, behave more like a 0.98 like Johnny, due to their low hitboxes/lack of floating in the air. - Eddie, Venom, and also rarely Chipp/Anji are also stubborn when it comes to floating - they don't launch up as high as others and some combos can miss, so you may have to use 'heavy character' combos on them depending on your character. - Millia behaves closer to a 1.00 than a 1.05 in many combos (again, character-specific). - Sol and Faust share a somewhat similar, funky horizontal air hitbox. Some 'average weight' combos may not work on them. - Jam's air hitbox (and hitbox in general) is farther back horizontally than most characters, so it feels you get pushed back from her far more than others. - Dizzy should really have her own 'class' due to her own giant hitbox - however it's large enough so that both light and average-weight combos work on her anyway.
HmR.kS Posted May 15, 2006 Posted May 15, 2006 Wow, Teyah knows so much... Didn't knew that. How are you able to remember so much of these stuff? O_o
SynikaL Posted May 15, 2006 Posted May 15, 2006 Wow, thank you so much Teyah and locke. Much appreciated. I hate being at this stage when learning a new fighting game. So much to learn, its overwhelming lol. -Syn (don't rest easy, more questions comming soon lol)
Koozebanian Fazoob Posted May 15, 2006 Posted May 15, 2006 Just to clarify, there's a big difference between Faultless Defense Cancel and what Teyah was talking about. Teyah was talking about the old GGX glitch where you could FDC in the middle of a combo (which still exists in #R to a degree, probably still in Slash too). Anything that could cancel into 2D could cancel into FD by hitting 1+P+K+S+H. FDC on the other hand, basically means canceling something into a faultless defense. Any normal (except for standing or jumping HS's) can cancel its first 1-3F of startup into an FD. This is done to make FDing a simple task instead of requiring 1F timing. You can't FDC your HS because this allows the player to do safe throw attempts, which was known as Option Selecting in X2/#R. You can still do OS in the air in Slash, but requires you to cancel HS to D first, and therefor you can't do it with a burst stocked. There are a LOT of things you can FDC. You can FDC your normals, you can FDC your dash forward (cuts off all recovery time), you can FDC your jump startup (makes you jump faster, can only jump 'up'), and so on.
SynikaL Posted May 15, 2006 Posted May 15, 2006 FDC on the other hand, basically means canceling something into a faultless defense. Any normal (except for standing or jumping HS's) can cancel its first 1-3F of startup into an FD. This is done to make FDing a simple task instead of requiring 1F timing. You can't FDC your HS because this allows the player to do safe throw attempts, which was known as Option Selecting in X2/#R. You can still do OS in the air in Slash, but requires you to cancel HS to D first, and therefor you can't do it with a burst stocked. There are a LOT of things you can FDC. You can FDC your normals, you can FDC your dash forward (cuts off all recovery time), you can FDC your jump startup (makes you jump faster, can only jump 'up'), and so on. Ok, call me dense, but I can't help but think there is some key information that I'm missing here, as I still don't think I'm performing it. Can you give me a notation to help illustrate? One of Ky's normals will suffice. -Kimo
Harem Posted May 15, 2006 Posted May 15, 2006 Ok, call me dense, but I can't help but think there is some key information that I'm missing here, as I still don't think I'm performing it. Can you give me a notation to help illustrate? One of Ky's normals will suffice. -Kimo Not Ky but Faust should do. FDC j.2k First, jump 2[K]~4 then like punch or w/e.
Koozebanian Fazoob Posted May 16, 2006 Posted May 16, 2006 The thing is, normally if you FDC the startup of a move properly, you can't even see it. The way you can learn it is to pick a character who has special properties on the startup of his/her move and try it with that move. Easiest example is Faust. Do this (don't do what Harem said ;p ): [1]K,P Just hold down back and roll from K to P very fast. If you do it right, you will just see faust FD and float in the air funny. Ky I don't think has any use for these move startup FDCs (not that I know of anyway), but he can use the other ones (dash break and such).
Shoto Posted May 17, 2006 Posted May 17, 2006 - Bridget behaves far more like a 1.10 weight character than a 1.05, as he tends to float higher, and more quickly. Actually 1.05 is wrong. Bridget is in fact a 1.10 chara. I had a look in the Slash Mook Guide and he is listed with this number.. In the Gamecombos XX Guide he is listed as 1.10 in his "analysis" in the chara specific section, but with 1.05 in the "charts only" section.. so I believe this is where RomanCancel got it from^^ (as they have the wrong number too).. But Bridget is definitely 1.10 Oh, before I forget: HOS: 0,98 ABA: 0,98
Magile Posted May 19, 2006 Posted May 19, 2006 Not wanting to make a new topic with this, and just curious as to what folks think... When learning when to FRC, what does one usually try to base their execution on? Is it the timing you learn and just feel comfortable with? Do you watch for a specific action before hitting the button? What about sound? I ask this because I've just recently acquired Slash and have had an oddly difficult time pulling off Venom's new H Stinger Aim FRC point. It's hard for me to get out of the rhythm of when I used to attempt the FRC. Anyone think one is better than the other? Anyone have a different method? I'm not asking how to FRC, just what people watch for most. Relearning FRC points are surprisingly annoying, at least for Venom.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now