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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted
why is fausts neck longer than jams legs ?

OK, i will explain:

first of all in GG there is no move faster then 3frames.

Jams legs aka s.K are that 3frames long.

Fausts neck is much slower then jams s.K.

Therefor it is longer.

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Posted

Gays don't fall into that ruleset.

See venom or buri as proof. >_<V

Edit!

To get back to topic:

What is the best way to input an air throw?

Someone mentioned an old trick from KOF Leona had.

Any Ideas what that means?

Posted

I'm not sure if there is a specific way to input an air throw. I'd just 6+HS in the air and get it right usually. I think it's more of a timing thing, but be careful of quick aerial pokes. Try air throwing things like Bandit Bringer for practice?

Posted

Otherwide, to the ground, you can do 2369+Hs if you want throw near the ground.

Posted

Sure but the game take the 6 on buffer so..the player throw in the air.

Posted
Sure but the game take the 6 on buffer so..the player throw in the air.

the best way to air throw is to duck, to high jump, bursting while falling and then you gotta scream WRYYYYYYYYYYYYYYYYYY

Posted

about jump installs (i'm sorry if this has been asked before but i don't want to go through 100+ plus pages):

okay, i usually input JI's the same way i input TK's. like for example, i-no's chemical love.

what i do to JI it is 6321469k and just do it real quick before she jumps. i do this for every move i try to JI. i always get it right but i just wanted to know if there any details i should know about inputting it that way.

thanks. :confused:

oh, and are slayer's BDC's a form of JI? cause their inputs are murdering my fingers. T_T

edit: btw i use a pad, if that's anything.

Posted

what you describe in TKing (tigerkneeing), you perform the motion of an arial move and then input the jump to jumpcancel and immedeatly perform the move with button press...and slayers BDCs are a sort of TKing...but you input the jump ad the end of the motion not to become airborne for a airspecial but to cancel the backdash into a jump to keep the invul. frames but then you cancel the jumpstartup (while beeing on the ground) into a special move

Posted

The idea is closer.

JI = jump, but quickly press the button before character jumps. (fast)

TK = input motion, wait for character to be in air, then press button (slower, more delayed button press)

Slayer cancels the jump before it finishes, so the timing is closer to JI, no?

Posted

Yes.

JI, you don't leave the ground.

TK, you do leave the ground.

Posted

Jump Install you never actually leave the ground, you trick the game into giving you the jumps/dashes you'd normal get when leaving the ground. TK you actually leave the ground and do an air attack.

The idea with BDC is that you cancel your BD into a jump and when you do that, the game doesn't take away the invincibility time you got (such as what would happen if you RCed a VV) even if you cancel the jump into a move.

Of course, you CAN BDC with TK too... such as doing 442147K to do a TK Whappy thing. So you can do both JI and TK with BDC. Usually though, it's done with JI, such as with BDC Mappa or BDC Bite.

Posted

I'm sure if neone has asked but im going to ask anyway, Is A.B.A the same as she was in isuka, or does she have mods to her moves that make her totally different than in isuka? And so, what signifiances do the bloodpacks play with the role of A.B.A.?

Posted

ABA has a lot of the same stuff that she had in Isuka but she gained a few new moves and new properties to the moves she already had when she went to Slash. Her bloodpacks, both in Isuka and Slash heal her based off of the damage she does to herself. Only in Slash does her keygrab actually heal her as well. I could go on forever, but I'd suggest going into the ABA thread to check out the changes.

Posted

I just picked up Robo-Ky a while ago and I'm in training mode fooling around with frame data.

Robo-Ky

5P : 6 Startup, 4 Active, 3 Recovery / Level 3, 19 stun on crouching-counter-hit

6HS(level 2) : 19 Startup

SSSs - Startup

AAAa - Active

RRRr - Recovery

HHHh - Hit stun

Every one character equals a frame.


1234567890123456789012345678901234567890

SSSSSsAAAaRRr

      HHHHHHHHHHHHHHHHHHh      <- Connect on first active frame.

         HHHHHHHHHHHHHHHHHHh   <- Connect on last active frame.

          123456789012345678   <- Any move that gatlings off 5P with 18 or less startup will combo.

          1234567890123456789  <- Assuming gatlings start on the first frame of recovery, 6HS(lvl2) gatling shouldn't combo.
Now obviously there is something I do not understand. According to what I previously thought was true, the P-6HS(lvl2) gatling shouldn't combo, yet it does. I think what might be going on here is that stun is applied on the frame after you connect. So then it would look like this:
1234567890123456789012345678901234567890

SSSSSsAAAaRRr

       HHHHHHHHHHHHHHHHHHh      <- Connect on first active frame.

          HHHHHHHHHHHHHHHHHHh   <- Connect on last active frame.

          1234567890123456789   <- 19 or less startup will combo.

          1234567890123456789   <- Startup of 6HS(lvl2) is 19 frames.
But,
1234567890123456789012345678901234567890

SSSSSsAAAaRRr

          HHHHHHHHHHHHHHHHHHh   <- Connect on last active frame.

SSSSSsAAAaSSSSSSSSSSSSSSSSSSsA~ <- P-6HS(lvl2) gatling.

The 6HS(lvl2) goes active one frame too late?

Recap: Robo-Ky's 5P-6HS(lvl2) gatling combos on crouching-counter-hit. I thought it shouldn't, but it does. What's up? (Don't say Goku.)

Posted
Recap: Robo-Ky's 5P-6HS(lvl2) gatling combos on crouching-counter-hit. I thought it shouldn't, but it does. What's up? (Don't say Goku.)

TIME FOR COMBO VIDEO omg!

Posted
TIME FOR COMBO VIDEO omg!

D:

P-6HS(frc), S.c-2P-2K-2S, HS(frc), HS(frc), 9K-S, 9S-HS

Posted

4r5:

Gatlings don't start on the 1st frame of recovery.

As soon as the move hits, 1st active frame, you can cancel it.

[Edit] If you require a simple test:

Robo-Ky on crouching Pot

5P -> 6HS lvl 1 combos

5P -> 6HS lvl 2 will fail

And if gatlings cancelled at the end of the active frames,

Pot couldn't do 5S 5HS and have it combo on crouchers.

[Edit 2:]

Yes. (until someone proves me wrong, lol)

Posted

This changes everything!1

Can I assume the same thing happens when you cancel normals in to specials and overdrives?

Posted

what the FUCK is gioing on in this thread i cant even begin to understand what people are talking about

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