shs4 Posted November 18, 2006 Posted November 18, 2006 I remember reading in a few places on this site about selection Dizzy's voice set for unblockable setups on Potemkin. I don't remember exactly all the details. I’m asking if anyone can tell me about it. What I'm after is a way I can get I-no's 3rd voice set (the angry sounding one) consistently because I can only get it to appear randomly when fighting Axl on his stage or the midnight carnival. Any help would be appreciated.
Fugue Posted November 19, 2006 Posted November 19, 2006 Try holding down different buttons during the match's startup.
Fishy Monkey Posted November 19, 2006 Posted November 19, 2006 I got some questions about the frame data list. (Venom used as example) 1)Proration A)Ex: Venom's K prorartion is 90% Does mean that K>2D(1 hit) is: a) 12dmg+ (20*0.90=) 18dmg= 30dmg or b) 12dmg+ (20*0.10=) 2dmg= 14dmg B)Ex: K>2S>2D(1hit) Does the prorartion apply on: a) ONLY the attack after the K (12dmg+ (22*???)+ 20 dmg) b) the ATTACKS after the K (12dmg+ [(22dmg +20dmg)*???]) 2)On the active frame of Venom 2D it says 1(15)8. How do you read it? 3)If i whiff a move do i have to count the active frames in it? 4)On which frame(s) are the FRC points of Venom specials, as stand alone move, located? Or is there a list or link of it? 5)I saw framelist of face up/face down to stand up, can somebody post the link and does it still apply in GGXX/? Thanks in advance and sorry for the questionary? :china:
Timy Posted November 19, 2006 Posted November 19, 2006 1) Not 100% sure 2) the first number is the active frames of the first hit. The second number is how many frames before the second hit starts up and the last number is the amount of frames the second hit is active. 3) Yes 4) I would ask people on a Venom forum. I do not know of any list for Slash, there was one on Roman Cancel for #R (I don't have the link any more). 5) It could be different in GGXX/ and it doesn't have HOS and ABA (and ABA has weird wakeup timing). Here it is: http://www.romancancel.com/e107_plugins/content/content.php?content.117.2#hs
ant12292 Posted November 19, 2006 Posted November 19, 2006 1. A 12dmg+ (20*0.90=) 18dmg= 30dmg is the right way to calculate the damage. B The proration aplies on the attacks after the K but only if you start the combo with K. If you don't start a combo with a proated move there is no proration unless it says forced poration. 4. This has how many frames you have to FRC moves for each character and about where the Frc point is. http://db.gamefaqs.com/coinop/arcade/file/guilty_gear_xx_slash.txt
Lucy Boy Posted November 21, 2006 Posted November 21, 2006 yeah, er... you get the SP colors from finishing mission mode, right? er...how do you use em? ^_^" thanks.
Climhazzardous Posted November 21, 2006 Posted November 21, 2006 ANother stupid question. What does 'hit confirm' mean.
HmR.kS Posted November 21, 2006 Posted November 21, 2006 It means to confirm if the move you just dished out hit or not. You check whether it hit, got blocked or whiffed. Whatever.
Climhazzardous Posted November 21, 2006 Posted November 21, 2006 Oh ok, I guess it was so obvious it fooled me -.-
4r5 Posted November 21, 2006 Posted November 21, 2006 Say you are playing Testament and you want to GraveDigger someone. You could just GD out of the blue and maybe it will hit and maybe they will block it and slap you for half your life. Or you can connect with a HS first, if the HS hits then you GD, if it gets blocked then you net/tree/exe.
Rinsuku Posted November 22, 2006 Posted November 22, 2006 I'm pretty sure this is a stupid question also. During a combo (Jam for instance), She does: j.s>j.p>j.s>236k>214k>236k>rc>? <-----(right here.) There's more to that combo but this is what I want to talk about. When you rc the kick does jam get another jump? If so why?
4r5 Posted November 22, 2006 Posted November 22, 2006 RCing the kicks do not give Jam an additional air-jump.
Darkhonor90 Posted November 22, 2006 Posted November 22, 2006 I'm pretty sure this is a stupid question also. During a combo (Jam for instance), She does: j.s>j.p>j.s>236k>214k>236k>rc>? <-----(right here.) There's more to that combo but this is what I want to talk about. When you rc the kick does jam get another jump? If so why? Doesn't jam jump install after the RC so she can continuing comboing?
4r5 Posted November 22, 2006 Posted November 22, 2006 You can jump, if you have jumps available. But RC doesn't magically grant you additional jumps. I don't know the specifics of the combo you provided, but if she is jumping after the RC and you say that she normally can't then, like Darkhonor said, she must be jump-installing. And don't confuse Jam's 236P with a jump.
HmR.kS Posted November 22, 2006 Posted November 22, 2006 I think there is auto jump install for Jam's 623K?
Lucy Boy Posted November 22, 2006 Posted November 22, 2006 er...about that SP color question...follow up please. ^_^" thanks. ^_^
Blade Posted November 22, 2006 Posted November 22, 2006 · Hidden Hidden I got a bunch of questions that I'm not sure have been answered before, but perhaps can be answered here: First, can someone explain to me the finer points of the terms "Techable" and "Untechable" as I've heard the phrase "Techable Ground Hit" and I don't understand what that means, at least in relation to GGX Mode. Second, I've seen this many times with Chipp, but I've never been able to figure out what happens or how to replicate it, I've also seen it done in the original Guilty Gear. The best way to describe it is when Chipp does Alpha Blade and then follows up with his Addition, and if it hits on counterhit or something of that nature, the opponent gets Dusted at an odd angle. I've also seen this done in the first GG in midair combos where someone would do an air dash attack, and it somehow relaunches an enemy into an oddly angled Dust, kind of like a Mid-air Dust Attack. What is that? As said before, I've been playing the original GG and am wondering about the term "Breaker Hit" means...I believe it happens whenever a character would rush in and hit the opponent (such as Ky's 6P) and gains some Wallbounce properties...I've seen this with EX Order Sol as well, but I'm not sure what it's for exactly, not that I use it...just curious. Edit: 'Nother dumb question...but this is more opinion than anything... Should players be calling them "Overdrives" or "Chaos Attacks", as that's what the first GG called them? Thanks for any answers.
xenophobian Posted November 22, 2006 Posted November 22, 2006 jam gains an additional JC when she performs the followup version of 623K (after 236K or 214K) and if you RC the move or after it you can use the jump...that means jam can do combos with 4 jumps in them ^^
Koozebanian Fazoob Posted November 22, 2006 Posted November 22, 2006 I got a bunch of questions that I'm not sure have been answered before, but perhaps can be answered here: First, can someone explain to me the finer points of the terms "Techable" and "Untechable" as I've heard the phrase "Techable Ground Hit" and I don't understand what that means, at least in relation to GGX Mode. Second, I've seen this many times with Chipp, but I've never been able to figure out what happens or how to replicate it, I've also seen it done in the original Guilty Gear. The best way to describe it is when Chipp does Alpha Blade and then follows up with his Addition, and if it hits on counterhit or something of that nature, the opponent gets Dusted at an odd angle. I've also seen this done in the first GG in midair combos where someone would do an air dash attack, and it somehow relaunches an enemy into an oddly angled Dust, kind of like a Mid-air Dust Attack. What is that? As said before, I've been playing the original GG and am wondering about the term "Breaker Hit" means...I believe it happens whenever a character would rush in and hit the opponent (such as Ky's 6P) and gains some Wallbounce properties...I've seen this with EX Order Sol as well, but I'm not sure what it's for exactly, not that I use it...just curious. Edit: 'Nother dumb question...but this is more opinion than anything... Should players be calling them "Overdrives" or "Chaos Attacks", as that's what the first GG called them? Thanks for any answers. Techable means you can air tech out of it. Untechable means you can't. You can never tech standing on the ground in normal situations, but there are glitches that let you. You can also tech in some situations if you are hit OTG. Breaker Hits are just unblockables as far as I remember. They aren't unblockable in Slash though. Guilty Gear 1 is not considered part of the series anymore actually, so nothing from it really matters at all. Doesn't jam jump install after the RC so she can continuing comboing? You can't jump install in the middle of the air. I think there is auto jump install for Jam's 623K? If there were, it would have to be done on the ground, so it really wouldn't apply to that situation.
Oyo Posted November 22, 2006 Posted November 22, 2006 I got a bunch of questions that I'm not sure have been answered before, but perhaps can be answered here: First, can someone explain to me the finer points of the terms "Techable" and "Untechable" as I've heard the phrase "Techable Ground Hit" and I don't understand what that means, at least in relation to GGX Mode. Second, I've seen this many times with Chipp, but I've never been able to figure out what happens or how to replicate it, I've also seen it done in the original Guilty Gear. The best way to describe it is when Chipp does Alpha Blade and then follows up with his Addition, and if it hits on counterhit or something of that nature, the opponent gets Dusted at an odd angle. I've also seen this done in the first GG in midair combos where someone would do an air dash attack, and it somehow relaunches an enemy into an oddly angled Dust, kind of like a Mid-air Dust Attack. What is that? As said before, I've been playing the original GG and am wondering about the term "Breaker Hit" means...I believe it happens whenever a character would rush in and hit the opponent (such as Ky's 6P) and gains some Wallbounce properties...I've seen this with EX Order Sol as well, but I'm not sure what it's for exactly, not that I use it...just curious. Edit: 'Nother dumb question...but this is more opinion than anything... Should players be calling them "Overdrives" or "Chaos Attacks", as that's what the first GG called them? Thanks for any answers. Techable or Untechable is simply noting whether or not the opponent will be able to tech (meaning he can hit a button, flash white, and get the "recovery" indicator rather than fall to the ground) An example of this would be May and Ky have throws that are untechable, they knockdown. Millia has a throw that is techable, you can tech out before she can do anything else (though she is still at an advantage because she can do a number of things on you right before you tech) Technically "untechable" is simply how long a move puts someone in hitstun. Some moves (usually certain counterhits) are completely untechable and you'll remain in hitstun until you fall to the ground. These are guaranteed knockdowns (Slayer's j.D in Reload used to do this). Some moves like May's j.HS have extremely long hitstun which creates a large window in which they cannot tech and therefore a lot of possibilities for comboing. I think the Dust thing you are talking about is an impossible dust. It is different from character to character but you usually just FD right after a dust and it cuts the homing jump off, you usually do a few hits though, then jump cancel, then FD cancel a certain move etc. and it cuts the homing jump off. You end up getting your first free hits off, then you kill the homing jump so you can do a more standard combo rather than just hit hit jump cancel hit hit as a standard dust combo ender is. I have no idea what you are talking about Breaker Hits... you either mean counter hits or alpha counters, but I really don't know. I have never heard the word chaos attack in my life, please don't ever say that. Most people just say "supers" but some say "overdrives"
zer0kage Posted November 26, 2006 Posted November 26, 2006 Hmm after a blockstring is it a good move to run in and grab?
xenophobian Posted November 26, 2006 Posted November 26, 2006 Slayer's j.D in Reload used to do this no there is no such thing as an untechable switch that is triggert with a certain move...you could tech out of slayers j.D if you just where high enough in the aircombo (you can only recreate this with an dust combo though) even jams charged kicks just have an enourmous number of untechable frames (70 iirc)
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