Braver Posted February 11, 2010 Posted February 11, 2010 How do you shake out of that weird stun where a small picture of a joystick shaking? Do you shake the joystick? mash on the buttons? I try shaking it but it doesn't seem to help
4r5 Posted February 11, 2010 Posted February 11, 2010 this is called stagger yes, you shake the joystick. buttons do nothing if it doesn't seem to be doing anything, then shake faster and/or sooner (and sometimes harder and with more heart) there are some combos that involve stagger, that in order to escape requires a shake beyond what a human can(?) consistently do.
Hellmonkey Posted February 11, 2010 Posted February 11, 2010 some characters (specifically ABA) have moves that stagger, but it's just there to troll you (5h CH). Most of the time though, shaking well will get you out of lots of stagger situations since many players, especially in the US, expect you not to be able to. Getting out of stagger on a pad is much more difficult than on a joystick.
Digital Watches Posted February 11, 2010 Posted February 11, 2010 there are some combos that involve stagger, that in order to escape requires a shake beyond what a human can(?) consistently do. Naw, there are people who can stagger max fairly consistently. It's kinda nuts.
Ryzol Posted February 12, 2010 Posted February 12, 2010 When you pause the game and look at the move list, what do the different colors mean? Also, what is the different between a slashback and an instant block? They both have precise timing, and the inputs are very similar. I read the guide description, but don't get the difference.
4r5 Posted February 12, 2010 Posted February 12, 2010 blue = special moves / no meter green(orange?) = forcebreaks / requires 25% meter red(?) = overdrives / requires 50% meter whatever the colors are, they go in that order (there might be one char that breaks the rule but whatever, hopefully you're smart)
Nakkiel Posted February 12, 2010 Posted February 12, 2010 When you pause the game and look at the move list, what do the different colors mean? Also, what is the different between a slashback and an instant block? They both have precise timing, and the inputs are very similar. I read the guide description, but don't get the difference. IB has an 8f window. It reduces blockstun and pushback. SB has a 2f window. It erases blockstun and pushback. Missing it makes you unable to block for 20? frames.
4r5 Posted February 12, 2010 Posted February 12, 2010 I'm somewhat sure that SB still leaves you with a frame or two blockstun.
rtl42 Posted February 12, 2010 Posted February 12, 2010 read the bit about "Slashback" in the Guarding section of the GG guide. M. Song, i can't remember exactly about the multi-summons glitch, but it had to do with blue bursting OTG (at least in #R, i can't remember if you can do it in later versions ), and it relied on one of the summons randomly showing up as you burst. there was actually a short "combo" vid based on that glitch, but i can't remember the name. sorry if that doesn't help.
Nakkiel Posted February 12, 2010 Posted February 12, 2010 I'm somewhat sure that SB still leaves you with a frame or two blockstun. I think that's more like recovery since it's always there.
M.Song Posted February 12, 2010 Posted February 12, 2010 its not that important about the multiple summons... i was just bored and was just trying to see if zappa could still do it in AC
Digital Watches Posted February 12, 2010 Posted February 12, 2010 its not that important about the multiple summons... i was just bored and was just trying to see if zappa could still do it in AC I could try to test it for you, but you might get better results if you do so yourself, since I'm not quite clear on how it works.
HolyAarom Posted February 13, 2010 Posted February 13, 2010 Around 0:31 in this video, Sol did a 2P>2K>Wild Throw. What I'm wondering is why Faust got hit with that 2K. Was it because he was trying to jump away? If it was because he was jumping away, it has to do with the jump startup that happens before the characters rise into the air, right? Also, what would be the jump startup in this page?
Nakkiel Posted February 13, 2010 Posted February 13, 2010 He was either jumping (and got hit because he tried to jump when there wasn't gap, so he blocked up/got hit out of startup), or he tried to backdash and got hit for basically the same reasons.
Braver Posted February 14, 2010 Posted February 14, 2010 There's 3 sets of voice for each character. Is there anyway to select one of the voice sets or are they set on random?
shezmu Posted February 14, 2010 Posted February 14, 2010 Err... blue = special moves / no meter Dark yellow = forcebreaks / requires 25% meter Green = overdrives / requires 50% meter Red = Instant kill / need to go into instant kill mode (PKSHS) / kills tension bar after use
Braver Posted February 15, 2010 Posted February 15, 2010 what's a one frame jump and what is the used for?
HolyAarom Posted February 15, 2010 Posted February 15, 2010 what's a one frame jump and what is the used for? Q) What is FDC? Another example is FD Jumping. Normally a character has 3-5 frames of startup on his jump. If you Faultless Defense during this startup time, your character will jump immediately into the air, reducing the startup time and making jumping more safe. Do 7 + Faultless Defense and your character will shoot into the air. You'll know you did it correctly if no smoke/dust appears when your character jumps.
SmileJunkie Posted February 15, 2010 Posted February 15, 2010 what's a one frame jump and what is the used for? One frame jump (1F jump) is basically what it sounds like. You're jumping animation is cut to only 1 frame. To do it, generally you jump and hit faultless defense quickly when jumping. You can tell if you did it right if you see that there is no dust at your feet when jumping. Usefulness of this to escape pressure and/or generally getting out of corners, though there are other uses i think. You would wanna 1F jump because you jump faster.
Hellmonkey Posted February 16, 2010 Posted February 16, 2010 doing 1f jump changes any jump to a neutral jump (8), another way to see if you're getting it
Digital Watches Posted February 16, 2010 Posted February 16, 2010 Also if you're playing Johnny and do a 1FSJ, it's pretty obvious.
rtl42 Posted February 17, 2010 Posted February 17, 2010 There's 3 sets of voice for each character. Is there anyway to select one of the voice sets or are they set on random? it's random.
slorp Posted March 9, 2010 Posted March 9, 2010 Hey all, I'm somewhat new to GG and I'm having a lot of trouble performing extensive air combos. for instance, with Millia I've been trying to do this basic combo: 6S, 2HS, JumpCancel, j.K, j.D, AirDash, j.K, j.D, AirDash, j.D (apologies if the notation is wrong) however most of the time when I do the second K (after the first airdash), the opponent recovers. very occasionally I am able to get all the hits in but I can't figure out what it is I'm doing different. sometimes I can't even get the first jD to connect. is there anything basic about this sort of thing I may be missing, or some good information I can read that explains the combo system to new comers? I can do most ground combos, ones involvng RC etc., but something about the air combos makes me look like I've never played a fighting game in my life. bit of background: primarily a SF player (2/A/3/4), with my most experience being in SSF2T. GG ver: GGAC+. Thanks.
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