axel Posted March 16, 2006 Posted March 16, 2006 My own definition: anything which can be FDB'ed by Potemkin are considered as projectiles, allthough there are exceptions..
Shazay Posted March 16, 2006 Posted March 16, 2006 Can someone please explain the importance of frame data to me? How do I read it properly and make sense of it?
4r5 Posted March 16, 2006 Posted March 16, 2006 If I'm playing Johnny and you're playing Slayer. If I do Johnny's forward kick and you block it. I'm going to be at +2 advantage. Meaning, I can act 2 frames before you can, cause I recover from my attack before you recover from block stun. And then, if I decide to do my standing kick, which has 6 frames of startup, there isn't anything you can do about it but block it. Cause if you try to counter attack it, my standing kick is going to stuff whatever you throw out. Because by the time you can act, I'm already 2 frames into my standing kick, and Slayer doesn't have an attack that goes active in 4 frames. So then I go into some sort of DB combo, but I miss the FRC and you airthrow me. GGPO. So yeah, a move has Startup, Active, and Recovery. And then some stuff about when a move connects during the active frames, changes how much recovery and advantage/disadvantage you get. You want to connect Slayer's 2D on the last active frame, to give you the least recovery. Someone else, like Dan, can explain the rest. I'm going to sleep.
Kairi Posted March 16, 2006 Author Posted March 16, 2006 If I'm playing Johnny and you're playing Slayer. If I do Johnny's forward kick and you block it. I'm going to be at +2 advantage. Meaning, I can act 2 frames before you can, cause I recover from my attack before you recover from block stun. And then, if I decide to do my standing kick, which has 6 frames of startup, there isn't anything you can do about it but block it. Cause if you try to counter attack it, my standing kick is going to stuff whatever you throw out. Because by the time you can act, I'm already 2 frames into my standing kick, and Slayer doesn't have an attack that goes active in 4 frames. So then I go into some sort of DB combo, but I miss the FRC and you airthrow me. GGPO. Hmm no slayer isn't forced to block,in those four frames he can bdc and reverse whatever you try do to him and potentially end the match....your never really safe agaisnt slayer because he can bdc....most character's would only have fdc jump bd or some overdrive to escape,but slayer can turn his escape into a reversal.
Koozebanian Fazoob Posted March 16, 2006 Posted March 16, 2006 This probably is a really stupid question, but what is the definition of a projectile in gg? Anything that moves independantly from the owner. Easiest way to tell is pushback. Projectiles cause no pushback on their owner because they act independantly, whereas a melee attack will cause pushback to both. Put someone in the corner and hit them with a melee attack, you will be pushed back. Then try throwing a projectile... you'll sit there. This is also indirectly the cause of the 'pushback' glitch. So most/all basic moves like 5P, 5K, etc are FDC-able? Then may I ask again: What is the point of FDC-ing a move, since you can't have it hit for you to FDC it. The reason moves are FDCable at all was to make FDCing an 'easy' action. Try playing Samurai Showdown once and try hitting the Heavy attack (Light+Mid). It's very difficult because there is NO room for error, both buttons must be pressed on the same frame. In GG, you can cancel any normal to FD to allow you 2-3F of leniency on inputting the FD (such as if you hit one button slightly faster than the other). Why they put FDC on other random stuff is anyone's guess.
SeriousFace Posted March 16, 2006 Posted March 16, 2006 Anything that moves independantly from the owner. Easiest way to tell is pushback. What about thing that one but not the other. Kys 6h has pushback to ky, but its still actice while ky is recoverd. So it's independant, but it pushes back. Axl's [4]6S shows the opposite. It's not independant, it recovers after it's active. But it dosn't push you back when it's blocked. I'm assuming the defining factor is the pushback issue, and it just happens to normally go hand in hand with independent entities.
Koozebanian Fazoob Posted March 16, 2006 Posted March 16, 2006 There's no solid 'this is the what a projectile is' because there are many shades of things in the game. Everything basically boils down to, 'this is an object, here are its hit boxes and properties'. A 'projectile' is just a made up term that makes it easier for the player's to understand. Weird examples of course include Ky's 6HS (which is active after recovery, kind of like a projectile), Zappa's f.S (which looks like a projectile but I believe is just a melee hit), RoboKy's 6P (which is some sort of questionable attack that can negate projectiles and be FDBed), Axl's Rensen (which looks like a Melee but acts like a projectile), and Dizzy Fish (which acts somewhat like a projectile, but can be struck). You have weird inconsistancies because things aren't defined with any solid variable... so you have attacks like RK's 6P which can be FDBed, but then you can't reflect other things that clearly are projectiles (Baghead from X2, super projectiles from XXS, etc.). Same goes for Eddie's reflector. Plus then you've got the issue of 'helpers' like Dizzy's Fish and Eddie's Edlings. The problem is that moves just have traits like 'FDBable' and 'Reflectable', and not something solid like 'Projectile'. My personal definition is just anything that flys across the screen honestly. It's like trying to nail down the term 'priority'... it has no real solid definition, it's just used to help describe a behavior. Pushback glitch is the idea that a player can only have 1 pushback value. If he is in the corner and has pushback from a melee attack and then a projectile hits the enemy, the player's pushback is set to that of the projectile, which is 0. In effect, it makes it so you can do melee attacks with 0 pushback. It works between any 2 actors, so it also works with Edlings and Fishes.
HmR.kS Posted March 16, 2006 Posted March 16, 2006 I wish I can understand what you just wrote up there, Blood. lol
54173|\| Posted March 16, 2006 Posted March 16, 2006 I'm having problems with iad. I cant seem to get low enough to the ground when i do it. what should i do/ am i doing wrong? and what is wiff?
shinquickman Posted March 16, 2006 Posted March 16, 2006 wiff=missing an attack As for IAD, practice! It's not easy at first, believe me.
Harem Posted March 16, 2006 Posted March 16, 2006 Just do 96. That's it. The 9 counts as up and forward at the same time. Whiff is just missing an attack.
Vash The God Posted March 16, 2006 Posted March 16, 2006 Isn't it 956? I can't do it with a rolling 96 motion.
orka Posted March 16, 2006 Posted March 16, 2006 it isn't really a rolling motion. more like tap 9 then tap 6 really quick.
HmR.kS Posted March 17, 2006 Posted March 17, 2006 Isn't it 956? I can't do it with a rolling 96 motion. Yeah. Agreed. It's more like 956.
Harem Posted March 17, 2006 Posted March 17, 2006 Whatever then. I just do exactly what Orka just said and it works for me. shrug shrug forrest
HmR.kS Posted March 17, 2006 Posted March 17, 2006 Question: Why do I sometimes see players in the videos add an extra j.P or whatever when they jump, or before they land a meaty/okizeme attack? Does it help with the timing or what?
HmR.kS Posted March 17, 2006 Posted March 17, 2006 Baiken. But does it matter? What I mean is, don't all characters do it? It's like they do a j.P before they land a tatami on a fallen enemy. Why?
stinkymonz Posted March 17, 2006 Posted March 17, 2006 Huh? I don't recall seeing this. I know some Jam's like to do sj.H after a successful 2D, ie Oolong's Jam. I can't see why Baiken would do it, that's just wasting frames!
xenophobian Posted March 17, 2006 Posted March 17, 2006 i´ve seen this for several chars, and yes, it´s supposed to help with timing okizeme stuff...
HmR.kS Posted March 17, 2006 Posted March 17, 2006 So it's purely for timing purposes? Nothing else.. ?
stinkymonz Posted March 17, 2006 Posted March 17, 2006 · Hidden Hidden Huh? I don't recall seeing this. I know some Jam's like to do sj.H after a successful 2D, ie Oolong's Jam. I can't see why Baiken would do it, that's just wasting frames!
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