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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted
Is there some kind of technique or strict timing to air-dashing in a dust combo or is it just me?

you have to input the airdash as if you were instant airdashing (956 instead of 656)

How do people do those double air dashes that I have seen in CM's like Empty High and White Eagle?

in the first frames (40 ?) after a dust you have unlimited jumpcancels and unlimited airdashes. you can perform impossible dusts with that but they are hard to do and impractical.

Posted

Alright, I just saw a really wierd combo vid. Unfortunately, I don't have the link, but the vid was titled "Crazy Sunshine" (On the same page that has the Come On, Ghost Zappa CM). Some questions about some stuff I saw...

There was a Potemkin combo where he did HPB, but somehow the opponent teched? I guess... right before he landed, and it was all glitchy for a second with both characters switching sides rapidly... So first question, how is it possible to tech out of a HPB?

And an Axl combo where I guess he did his overdrive, RCed it, and did a 46HS right afterward. But when he pulled the opponent up on the chain, they both moved backward into the corner... so what the hell happened here?

And then there was a part where Dizzy was using her Necro homing missiles (Overdrive), but somehow the opponent did a Gold burst before they hit, and they were FDing while they all swirled around. But, wasn't this overdrive a catch OD? So how could someone gold burst it?

Posted

HPB Tech glitch might be an OTG thing. For example, you can tech out of a Heat Knuckle right after the last hit if you connect OTG with it. HPB might work the same way, dunno though. Could be something a lot more complicated.

Bursting the Necro grab is probably another way to get the glitched kill effect from the super. The other way to do it involves something like having a character land behind her but still getting caught by the super.

There's so many weird glitches in this game, I couldn't find a good reason for half of them.

Posted

Seriously, what the giddy fuck is going on in that vid? that's all crazy buggy mental.

Posted
HPB Tech glitch might be an OTG thing. For example, you can tech out of a Heat Knuckle right after the last hit if you connect OTG with it. HPB might work the same way, dunno though. Could be something a lot more complicated.

It's not that, you can't tech out from an OTG Heavenly. You will however get up much faster than normally, and it does full damage IIRC. The only working combo situation for it I could find is CH 2D, CH OTG 5H, OTG HPB on Justice.

Also that's a PB in the vid, not HPB. But whatever's going on there it's damn weird.

Posted

nevermind...I already figured it out. it's the way I was JI'ing....but it leads me to my next question. Take johnny's 6hs. even though I JI 6hs, with a sj, shouldn't I be able to double jump afterwards??? I thought it didn't matter how I did it, just as long as the system took the jump imput.....

Posted

Eh...? I think you've got the meaning of JI mixed up with something else, maybe with JC (Jump Cancel)?

You say you're JI'ing into a combo'ed 6H... which is impossible. The only normal that combos to 6H is a CH 5S(f), which is not jump cancellable (and hence can't be JI'ed from). The only way to JI a 6H is via 5P (JI) 6H... which neither combos or is useful in any way.

...Unless of course, you're doing a self-JI 6H (6H, then tap up, down, up, very quickly). You should be able to double jump off of this without any problems, and of course airdash as you could do that anyway off sj. And who knows, it may be useful in some odd situations (CH j.D? Upper MF CH or Lv.2?). I don't play Johnny though, and I've never seen it done in match videos so I'd say it's usefulness is pretty nonexistant.

Posted

Okay, WTF IS THIS:

wtfisthis1uc.th.jpg

EDIT:

Okay, I've never seen this before. Call me a noob, but whatever. What's this? I've never seen it anywhere and I found this in the CM called "Lively Motion" (Baiken CM).

WHAT'S THAT?!

EDIT 2: In the later part of the CM, the Baiken did a Mawarikomi to I-no when the I-no didn't hit Baiken at all, which means she COULDN'T be doing a guardcancel (Mawarikomi).

LoL I'm so dumb. Someone clear this up please?

Posted
EX mode Baiken?

Oh... Okay, thanks.

Man, I've never seen that before :P

IMO, that's cooler than Baiken's IK. :grin:

Ahhhh, okay thanks!

Posted
Okay, WTF IS THIS:

wtfisthis1uc.th.jpg

EDIT:

Okay, I've never seen this before. Call me a noob, but whatever. What's this? I've never seen it anywhere and I found this in the CM called "Lively Motion" (Baiken CM).

WHAT'S THAT?!

Ex Baiken 236236P

EDIT 2: In the later part of the CM, the Baiken did a Mawarikomi to I-no when the I-no didn't hit Baiken at all, which means she COULDN'T be doing a guardcancel (Mawarikomi).

LoL I'm so dumb. Someone clear this up please?

For Guard Cancel's with Ex Bacon, you just do 421 whatever. She also gains an extra move at 421 H which is that spinny ma jig thinger.

Posted
Eh...? I think you've got the meaning of JI mixed up with something else, maybe with JC (Jump Cancel)?

You say you're JI'ing into a combo'ed 6H... which is impossible. The only normal that combos to 6H is a CH 5S(f), which is not jump cancellable (and hence can't be JI'ed from). The only way to JI a 6H is via 5P (JI) 6H... which neither combos or is useful in any way.

...Unless of course, you're doing a self-JI 6H (6H, then tap up, down, up, very quickly). You should be able to double jump off of this without any problems, and of course airdash as you could do that anyway off sj. And who knows, it may be useful in some odd situations (CH j.D? Upper MF CH or Lv.2?). I don't play Johnny though, and I've never seen it done in match videos so I'd say it's usefulness is pretty nonexistant.

sorry I didn't explain myself...I'm JI 623s~s from 6hs.....what I'm saying is that even though I JI 6hs with a super jump, shouldn't I be able to double jump AND air dash instead of of just airdashing??? I can JI 6hs correctly now to get both, but it just bugs me that I thought I knew what I was doing......

Posted

1. JI doesn't allow you to double jump and air dash in the same jump.

2. You mention JIing with a super jump. Do you mean that you JI a super jump, or that you JI by super jumping(SJI)? If you're JIing by super jumping, then you could only air dash afterwards.

3. We don't need any more members with Megaman-referenced names! One is enough, thank you.

Posted

About attack clashing. Sorry if this has been mentioned before on this thread : we can immediately cancel the clashing move into another, but there's more. If we use a multi-hit move, instead of immediately cancel the clashing hit we can let the next hit after the clashing hit be executed and then immediately cancel that hit into another moves.

I wonder if this was the trick Clayton did on that VV glitch vid?

Posted

Yes, a recent Slash match of Isa's Sol vs Domii's Anji (060128_GGXXS_02.avi) has this happen about a minute in. Sol does Slash VV, first hit clashes, second is autoguarded, Sol cancels to FD (possibly through button priority).

solvvclash8pv.gif

On the subject of Sol oddities, I've also seen a Sol randomly do sj.Sidewinder much like people do the "1-frame" (lol~) FDC superjump. Sol does sj.SW and no dust cloud appears. It was at full screen however, and done for no apparent reason. Maybe just to show it could be done? ;(

Edit: Ah, I see Dark Man X. You were doing something like:

Lv.2 MF -> 6H, 6239(JI) S FRC -> stuff?

In that case, yeah, you can only do either double jump or airdash... not both. Unless you're Millia or Dizzy, who can do dj / AD in that order, or Chipp, who can AD / dj in that order, in addition to their regular double AD / triple jumps.

Posted

thanks for the replies......just working on my corner comboes...trying to add some variety besides simple DB/MF loop combos.......

yeah, I gotta work on how I explain shit. I'm confussin ya peeps here. I know if I JI anything, I can't do both....just need to explain shit clearly... for future references, ya can just call me DMX......

Posted

Yeah it looks like his 5H was autoguarding Sol's VV at the 1st frame 0_o

Posted

It also looks like Sol was FDing so that he didn't get hit by Anji's autoguard cancel. Which Anji didn't do, so he got a kick to the head instead.

Posted

Question:

Baiken's Tetsuzansen (The following hit after Tetsuzansen) in #R is untechable. But if the opponent is in the air and I catch them with Kabari (The long claw) and then hit them with Tetsuzansen, they will be able to tech.

Can anyone explain what is happening here? Thanks a bunch!

P.S: I don't think this should go into the Baiken-specific forum because I'm sure other characters have such stuff too but I'm just using Baiken as an example (Since I only play her).

Thanks again.

Posted

Could be that the untechable time applies to only ground hits, so on air hits there would be a different untechable time?

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