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Posted

My memory is a bit fuzzy. Are the dots counted from the center of the characters and out or from the end of the character's hitbox and out?

I don't get thrown when I okizeme other characters.

It's wakeup-throw. Same timing for everyone. It's just that where ever it is you are standing, for your oki, it's within ABA's throw range but outside of other's throw range.

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Posted
It's wakeup-throw. Same timing for everyone. It's just that where ever it is you are standing, for your oki, it's within ABA's throw range but outside of other's throw range.

You mean, no matter WHEN I put out an okizeme attack, I will get thrown no matter what if I am in their throw range? Even if the okizeme attack forces them to block in the very first frame possible.. ?

Posted

Remeber that when people wakeup they are granted a brief moment of invulnerability, as their state changes from a knockdowned state back to a normal state. During this 1 frame they are able to act.

This means that no matter what attack you lay over them, they have 1 frame to do with as they please, before they have to block anything.

Since you play Baiken (I assume) you can use 6K for oki. If I remeber correctly, her 6K has some throw-invuln somewhere in it. Or IAD green mat, and time it so that you land after their 1 frame of invulnerability. Or like, whatever.

Posted
My memory is a bit fuzzy. Are the dots counted from the center of the characters and out or from the end of the character's hitbox and out?

i wish i knew -- sorry =(

Posted

I don't think those throw distances are neccicarily what you think they are either, because I'm pretty sure ABA's throw range is something really silly.

Technically you aren't invincible on the 1 frame you can act on wakeup, you are just capable of actually inputting something on it. If that something happens to also be invincible, then you just maintain being invincible. If you throw someone on the frame you wake up, your active throw actually takes priority over whatever they did as long as the throw can connect, thus stopping their attack from connecting. It's one of a few forms of actual priority in the game.

The 1F of invincibility on wakeup isn't real so much as it is a visual thing. The game has a really retarded way of updating the game world VS updating the screen, so things actually change state a frame after they appear to. This gives a weird effect where it makes it look like you have 1F of total invincibility on wakeup, but in reality it's just the game being retarded.

You can see this as such here: http://userpages.umbc.edu/~thoda1/PoWalk.jpg

Pote basically starting his 5HS despite being covered by an active attack on wakeup.

Posted
I don't think those throw distances are neccicarily what you think they are either, because I'm pretty sure ABA's throw range is something really silly.

Could you explain this a little more, please? I'm not sure what else to make of those numbers.

Posted

i think all he means is the throw distance is even further for A.B.A, that it's kinda ridiculous. Shrug....

Posted

I'm pretty new, and i'd like to know of all the short lingos of everything in GG

Let's say, CH is clean hit

Reading most of the post here with loadsa 'short lingos' = un-understandable for a newbie like me lol. Could anyone put a whole list?

One more thing, how do u actually 'read' frames? I still don't know and probably never will.

Are we speaking of FPS? like.. let's say 30 frames per second

3 frames after gunflame = 1 second divided by 10? xD

Posted

A clean hit is only possible on Sol's sidewinder and is NOT the same as a counterhit.

The game runs at a constant 60 frames per second, and yes we are counting frames when moves are performed.

Posted
A clean hit is only possible on Sol's sidewinder and is NOT the same as a counterhit.

The game runs at a constant 60 frames per second, and yes we are counting frames when moves are performed.

60 frames per second.

3 frames = 1/20 of a second? just to confirm?

Posted
You mean, no matter WHEN I put out an okizeme attack, I will get thrown no matter what if I am in their throw range? Even if the okizeme attack forces them to block in the very first frame possible.. ?

ABA also gets up hella slow (like just a bit faster than RK delayed getup or something dumb like that) so that's another thing to take into account.

Posted
ABA also gets up hella slow (like just a bit faster than RK delayed getup or something dumb like that) so that's another thing to take into account.

Ahhhhh. I see! So that's the reason I can never seem to okizeme A.B.A. -_-"

Thanks for that! :D

Posted

has arcadia put out a tier list recently, I haven't seen mention of a new one in some time, and the topic came up last night so i thought I'd ask.

Posted

I saw this #R Robo-Ky combo once involving his 5H FRC, killed Testament. But after each of his FRC's, he like waited a bit while the opponent was staggered. So basically what I'm asking is, does damage in a combo scale less when there's more time inbetween each hit?

Posted
I saw this #R Robo-Ky combo once involving his 5H FRC, killed Testament. But after each of his FRC's, he like waited a bit while the opponent was staggered. So basically what I'm asking is, does damage in a combo scale less when there's more time inbetween each hit?

It was a full guardbar combo.

Posted

If the opponent's guard guage is above neutral (0), then damage will not be scaled until the guard gauge is reduced to below neutral (<0). Guard gauge reduction/build-up is an inherent property of a move, and I'm not sure there's quantitative data available on that.

The guard gauge is completely independent of F/RCs AFAIK.

Just btw, on a successful hit, the guard gauge does not reset to neutral until the character is out of hit stun. On block, the guard gauge does not gradually decrease to neutral until some number of frames after getting out of block stun.

Posted

Jam's 236236HS. The first hit increase the damge of the hit after it by 50%. Or something like that. I dunno.

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