GhostSummoner Posted November 6, 2006 Posted November 6, 2006 Is there a new battle system in the new guilty gear cause from the info i see above different lvls for moves. I know that HOS has different levels for his moves but does others have lvls for their moves also?
GhostSummoner Posted November 6, 2006 Posted November 6, 2006 I have a question, is there a lvl system for moves for chars. cause the info of robo ky above talks about different lvls for moves and combos, is this accurate or false? If it is, could you explain it?
Koozebanian Fazoob Posted November 6, 2006 Posted November 6, 2006 All hits have a Level associated with them, which defines how much guard stun, hit stun, hit pause, and other things the move will cause when it hits. It has nothing to do with HOS's charge levels or anything else. It's strickly an internal mechanic.
Snicker-Snack Posted November 6, 2006 Posted November 6, 2006 There's two answers for your question(s). The first is the internal categorization, as explained by Gwyrgyn Blood in the time it took me to write this post (I thankfully preview my messages before posting them). Check your character's frame data if you want to know the level of any specific move, and check the "hit stun chart" table, right here for the differences in hitsun/blockstun according to the move's level. Second, and unrelated: Many of Robo-ky's special moves have different effects depending on the amount of tension he currently has (kind of like HOS, but with the tension gauge), so we tend to separate them by levels: - 0% tension: lvl1 - 1% tension to 49% tension: lvl 2 - 50% tension or more: lvl3 His air missile, for example: when you have 0% tension, it shots and quickly falls to the ground, it also greatly heats robo-ky and has a very long startup and recovery (we call this a lvl1 missile). If you have more than 0% tension, it will home into the opponent, cause more damage, stun damage, will also have shorter recovery, startup, and won't heat you as much (we call this a level 2 missile). If you have 50% or more tension, it will fly in a straight line and separate into various, smaller, homing missiles, causing more damage and controlling a bigger portion of the screen, but also with a slightly longer startup and recovery, compared to lvl2 missiles (we call this a lvl3 missile). This is a robo-ky only type of categorization.
Timy Posted November 7, 2006 Posted November 7, 2006 As I understand it, it's actually 10%-49% for level 2 specials for RK (meaning you have to have a bar showing in your tension meter). He's also got different levels based on his heat gauge for his 6HS which is a completely separate meter. Lvl 1 is a quick start up, with practically no hitbox, lvl 2 is a slower start up but has a short recovery as well a big hitbox, and lvl 3 does the most damage, but has the most startup and lots of recovery. These are based off his heat gauge near his tension bar.
Snicker-Snack Posted November 7, 2006 Posted November 7, 2006 As I understand it, it's actually 10%-49% for level 2 specials for RK (meaning you have to have a bar showing in your tension meter). Now that I think of it, that's actually a lot more likely. For some reason I always equaled "more than 0 tension" to "I got lvl2", possibly because you don't really see you have tension untill you get 10%. But anyway: yeah, you're probably right...
Climhazzardous Posted November 9, 2006 Posted November 9, 2006 What advantages does a super-jump grant you over a normal jump, in terms of juggle/combo ability?
Digital Watches Posted November 9, 2006 Posted November 9, 2006 What advantages does a super-jump grant you over a normal jump, in terms of juggle/combo ability? That depends on the character. A lot of characters have setups that require you to superjump, whereas some things won't work with a superjump. I don't know much about Anji, but I'm fairly certain a few of his combos won't work without super-jumping. With Axl, as another example, a TK Bomber will hit lower if a superjump is used in the TK motion, which is useful in numerous situations.
Timy Posted November 9, 2006 Posted November 9, 2006 Generally it'll get you higher, quicker. Wherever that is useful. However, many combos can be extended when you JC an air move, while you lose that in a super jump if you do not jump install it.
Climhazzardous Posted November 10, 2006 Posted November 10, 2006 Thanks for the help. I play Baiken, so I don't really know how useful it is for her and when to use it to my advantage really.
rtl42 Posted November 10, 2006 Posted November 10, 2006 For Baiken, her dustloop is a bit easier to do if you superjump instead of normal jump. Occasionally, when you're trying to follow-up a combo into the air against a light character, superjumping may be necessary.
Wengan Posted November 10, 2006 Posted November 10, 2006 Heres another 1, why after E.g sol 2d br Japanese players like to IAD and J.s h and i see them getting 6p or air thrown
Shoto Posted November 10, 2006 Posted November 10, 2006 What advantages does a super-jump grant you over a normal jump, in terms of juggle/combo ability? Usually you use super jumps in combos for more upward or forward momentum, so you can add more hits or use more damaging attacks. Example: with Axl you can do: [4], 6S [FRC], run up, S©, JC, j.K, DJC, j.H, j.D, 623H without the DJC you wont be able to connect the j. D at the end of the combo, as you are already too low. but you can also do: [4], 6S [FRC], run up, S©, SJC, j.S, j.H, j.D, 623H Here you use the superjump to gain more height so that you won't need an DJC to do that. Now you can use the harder hitting but not DJCable j.S fo a little bit of extra damage. [these were his two standard air combos back in #R, but in Slash there are better combos available even that those two still work] @ Digital Watches Axl Bomber has a minimum height requirement I don't think you can go around that with a SJC. The only reason you see SJC Axl Bomber is as some Japanese Players use real TK Bombers, but because of the height minimum they have to delay the input of the H even more than for an real TK move, so that the actual superjump triggered trough the 62369H input comes out.
SL Posted November 14, 2006 Posted November 14, 2006 What are the properties of IB (Instant Block)? Also how much advantage does it gives? Thanks.
4r5 Posted November 14, 2006 Posted November 14, 2006 IB reduces pushback and block stun. As for advantage... Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F For example, Johnny's Standing Close Slash is a level 3 move with 8 frames of recovery. So if Johnny connected a c.S, on the last active frame, and you blocked it, according to the chart, you would take 12 frames of block stun and Johnny would be at +3 frames. But if the you nstant blocked it, you would take 9 frames of block stun and Johnny would be at ±0. SSSSSsAAaRRRRRRRr <- Johnny's c.S BBBBBBBBBBBb <- Normal Block BBBBBBBBb <- Instant Block
SL Posted November 15, 2006 Posted November 15, 2006 Thanks a bunch! That helped a lot. I have another question, what about properties/disadvantages of a blocked and whiffed blue and gold burst?
POscrub Posted November 15, 2006 Posted November 15, 2006 FAQ linked on the first page section 3, Burst Gauge will give u the basic answers you need.
maxbenoit Posted November 16, 2006 Posted November 16, 2006 Is Faust's fro instant kill still in the game? I swear I saw it in a video.
CheeseOfTheDay Posted November 16, 2006 Posted November 16, 2006 How long do invincible for throws least after air ukemi (teching)? I read its about 7-8 frames, but 8 frames it's sound too long.
Koozebanian Fazoob Posted November 16, 2006 Posted November 16, 2006 I don't think you are ever invincible to throws after air teching. Normally on the ground you are invincible to throws for 5-6F after hit/guard stun (it actually changes depending on if it's a hit or guard).
maxbenoit Posted November 18, 2006 Posted November 18, 2006 I'm sure this has been answered many times before but How do you combo Slayer's c.S,f.S into itself? I haven't been able to find any info in the Slayer forums other than it's hard to do..
shinquickman Posted November 18, 2006 Posted November 18, 2006 In #R or XX\? In #R it's uber easy. It's like practicing for Ky's 6K loop but easier IMO. Timing and practice. In XX\ not so easy. It can only be done on crouching opponents IIRC and it's like only a 1f link, so a lot of practice is needed for that.
4r5 Posted November 18, 2006 Posted November 18, 2006 How do you combo Slayer's c.S,f.S into itself? In XX\ not so easy. It can only be done on crouching opponents ... it's like only a 1f link Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F xxx
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