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Posted

i frame-stepped through the video. it was throw-tech, then madstruggle

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Posted
but the mad struggle was starting up before the tech! if he had just had it buffered in, it wouldn't have come out because afaik throw tech recovery is not special cancellable.

any conclusion i come to just makes no sense.

Ive throw broken while throwing out EXE Beast. No FRC or anything. Just got a beast, and throw teched with the very same input. Accent Core is just goofy sometimes.:psyduck:

Posted
Ive throw broken while throwing out EXE Beast. No FRC or anything. Just got a beast, and throw teched with the very same input. Accent Core is just goofy sometimes.:psyduck:

that's cuz EXE beast is broken.... though I agree AC has done crazy stuff.

Posted

this is a known 'bug'. It happened to me when i throw break and got a stun edge immediately afterwards

Posted

yeah you can do this with various special moves that end with a 6+H or 4+H input -- you can even do it with Slayer's bite.

Posted
alright, thanks guys.

throw tech bite sounds awesome.

Naw, cuz the opponent gets the throwbreak animation still, complete with invuln.

Throwbreak Rashousen is where it's at.

Additional nitpicky note: You can do it with specials that don't have an H input, you just hit H at the same time (Assuming they don't have another special with the same command and H that takes priority) In fact, GG's input buffer being the way it is, you can even do it with moves that don't end in 6 or 4. Just do command-->(6/4)+Button

Posted
Naw, cuz the opponent gets the throwbreak animation still, complete with invuln.

Throwbreak Rashousen is where it's at.

Additional nitpicky note: You can do it with specials that don't have an H input, you just hit H at the same time (Assuming they don't have another special with the same command and H that takes priority) In fact, GG's input buffer being the way it is, you can even do it with moves that don't end in 6 or 4. Just do command-->(6/4)+Button

Um, how does the input buffer work?

Posted
Is there any practical use for slashback?

escaping pressure..... to deny an enemy from escaping pressure (block their reversal>slashback)

Posted

Some infor on Slashback

Slashback (some overlap with the guide, and some is "obvious")

basic mechanisms

- expends 2% Tension (can be performed even if there's only 1%, however).

- cannot be performed for the first 10 frames on wake-up.

- if you receive an attack within 2 frames of inputting, you'll successfully slashback.

- for the 15 frames (success) / 30 frames (fail) following a successful/failed slashback, you cannot guard except slashback; however, this includes hitstop time.

- failed SB has a recovery of 6 frames.

effects of a successful SB

- regardless of the attack level of the incoming attack, ground hitstun is 3 frames, air hitstun is 1 frame.

- guard balance does not increase.

- you do not suffer chip damage.

- tension gauge and tension balance ("pulse") increase [no amount specified].

- reduces knockback on guard [no numbers mentioned].

- for the following 30 frames, the input window of any SB is extended to 4 frames.

From that, you can recover faster and possibly counter an opponent. Can also be used to escape from Eddie's unblockables (iirc, can't find the source of that on the forum), escaping Anji's 623H (and if you want to be fancy, IK), a few other applications.

Posted
Can also be used to escape from Eddie's unblockables

most unblockables occur on wakeup. you can't slashback on wakeup (except in rare circumstances like bridget's delayed wakeup).

and any that occur outside of that timeframe, you can usually 1fj out of.

Posted

also, there are a few attacks can be SBed that you may not have realized at first:

- Anji's On

- Potemkin's Heat Knuckle

- Robo-Ky can SB his own self-destruction super and his overheat (do a Youtube search for "robo-ky Slashback")

- Faust can SB his own "Shichousha Zen'in Service" (the explosion follow-up to the "homerun" FB follow-up to his scalpel pull), which allows him to combo afterwards

==============================

Kamui: although that's true, Eddie does have at least a couple of block strings that lead into a corner unblockable involving the puke (D) attack and an FB drill, IIRC.

Posted
Is there any practical use for slashback?

Tons of them. Multi hit moves become incredibly unsafe to use in pressure once you've shown your opponent that you'll SB the last hit (for example, any Danzai, Baiken 2H, Eddie Mawaru, etc). If the opponent uses the same string often, then you can SB the last hit (Eddies like to IAD S>H; SBing the H will get you a free throw, at the very least).

Posted

Ive looked around a bit but couldnt find it but is there a comprehnsive list of the weight classes and where each character fits on this also same thing for guts ratings.

Also could anyone explain to me what these ratings mean? im assuming weight classes is to devide the characters into groups defining how many times they can be juggled? and im hazarding a guess that guts would be something to do with Clean Hits?

Posted
Ive looked around a bit but couldnt find it but is there a comprehnsive list of the weight classes and where each character fits on this also same thing for guts ratings.

Also could anyone explain to me what these ratings mean? im assuming weight classes is to devide the characters into groups defining how many times they can be juggled? and im hazarding a guess that guts would be something to do with Clean Hits?

guts is how much (less) damage you take when dying, weight (gravity) is how fast they fall (see failed physics for life). Guts doesn't involve clean hit.... clean hit is dependant on the attack sidewinder is something about the enemy's position, fafnir (or w/e) I think is if the enemy is in the air, and GRANDA VIPAHH!!! is when you mash back and forth. while pressing 2 buttons.

http://www.dustloop.com/guides/ggac/data/charts.html

Posted

cheers for that ive been trying to find a link to that page, i remember seeing it before sometime ago.

So if im considering what character im up against guts isnt something i need to take into account, but weight is.

Posted
cheers for that ive been trying to find a link to that page, i remember seeing it before sometime ago.

So if im considering what character im up against guts isnt something i need to take into account, but weight is.

guts is a consideration in case the enemy is near death will a 5PxN combo kill instead of oki? or should you go for the oki and do a combo?...... but gravity is much more important for the match.

Posted

Yeah cheers for the reply. Guts is something i can get my head round fairly easily its pretty much similar to the way HP/Defense ratings work in other 2D fighters. As far as weight classes goes this is in other games as well but might not be visually obvious and a list like the one on the encyclopedia is really useful.

So with the gravity is it the lower the rating the easier/longer they can be juggled for? So pot for example ive seen really simple SW combos done on him and that due to his low gravity rating?

Sorry to keep asking questions just the gravity chart doesnt have an explanation.

EDIT: yes it does, just need to look at it from a different screen.

Posted

hey everyone, Im just beginning to get into guilty gear so I got a simple question: what does the guard bar do in guilty gear when its full. I ask this question because it never seems to do anything.

Posted

A-Ragna: it's not just one factor, it's (likely) a combination of his gravity factor/rating, PLUS his enormous hitbox, plus the positioning of the cleanbox (or whatever it's really called, the clean hit hitbox/"target").

actually, since you asked about clean hits, i decided to pass along the pictures of each character's clean hit hitbox(es) from the AC mook:

http://s3.photobucket.com/albums/y52/rtl42/AC%20Clean%20Hit%20Hitboxes/

don't ask me why some characters have 2, and don't ask why they are where they are. that's just what the mook shows (more or less; the picture in the mook is kinda small and not so high-res so i was kinda guessing a bit when i drew those squares on the sprites).

RedDraken: the guard bar is partially explained in the Guide (top-left on the forum "menu") in the "Charts Only" section. However, what's not explained is that when the guard bar increases to the certain point where it begins flashing, the next hit will automatically be a counter hit. So in particular, a full guard bar doesn't have any special effect, except that (most likely) the next SEVERAL hits will induce the counter hit effect. In general, the hitstun incurred from an attack increases greatly when the hit is counter hit, but what's notable is that if the opponent is counter hit in the air, then the untechable time will be MUCH MUCH longer than usual, even to the point where it is effectively completely untechable. this allows you to do really stupid combos that should basically kill the opponent if you know what you're doing.

Posted

The gaurd bar increases as your oponent blocks your attacks, the higher it is when you actually land a hit the more damage they take. Somone else might be able to give a more coprehensive answer im new(ish) to the game as well.

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