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Posted
I think what's documented so far is:

Sol: Super Dragon install

Ky: Lightning thing

Chipp: Wall jump

Dizzy: IK but worse

Jam: Retarded super

As far as secret moves go.

It's not the same for every character, if I recall correctly. For some it's something like 3 frames before the character is in the air, for others (Like Johnny and Robo-Ky especially, I think) it's more.

Yeah, there's a minimum height, I'm almost certain of it.

How do you do Jam's retarded super? >_<

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Posted

here's a small dumb question I wanna know...

In accent core, can you do an air dash during a super jump / super jump cancel??

I am trying to learn Axl after not playing this game for years and I will be unable to go to the arcade for a few days to verify for myself if I can do this or not.

thanks!

Posted

How exactly do I know when I'm Instant Blocking? Is it when your character changes their guarding stances? How do I go about Instant Blocking? Do I need to use Faultless Defense when doing it? What are the advantages/disadvantages to Instant Blocking?

Also, how exactly do I know if I'm Instant Air Dashing/Back Dashing? When I get into Faint status, how exactly do I wake up faster? I know you have to shake the directional pad, but does it matter if I rotate it really fast or if I shake it left and right only? Does pressing buttons wake up faster?

I'm really sorry if they've been answered before. If they have, delete this post and I'll do some reading in this topic.

Posted
How exactly do I know when I'm Instant Blocking? Is it when your character changes their guarding stances? How do I go about Instant Blocking? Do I need to use Faultless Defense when doing it? What are the advantages/disadvantages to Instant Blocking?
When you successfully instant block, your character's entire sprite (the depiction of the character on the screen) will turn white temporarily. To instant block, you have to go back to neutral and reblock within a certain window of when the oppenent's move actually connects. I'm not sure exactly what the window is, but it's less strict than the similar window for inputting a slashback, and one can usually get a sense for it by trying it in various situations. As far as I know, you CANNOT instant block if you try to faultless. The advantages of instant blocking are decreased blockstun (you're stuck in your character's blocking animation for a shorter time before you can do something else) and a decrease in the distance your opponent is pushed back when you block their attack. The practical upshoot of this is that it makes it easier to retaliate against an attack by reducing or eliminating the opponent's frame advantage or increasing yours (depending on who is at frame advantage after the move is blocked.)

Also, how exactly do I know if I'm Instant Air Dashing/Back Dashing?
That's hard to call, but generally, if you're inputting the IAD correctly (754 or 956) and quickly, and get an airdash fairly shortly after leaving the ground, you're likely to be doing it right.
When I get into Faint status, how exactly do I wake up faster? I know you have to shake the directional pad, but does it matter if I rotate it really fast or if I shake it left and right only? Does pressing buttons wake up faster?
The game takes you out of Faint (and stagger) status based solely on your directional inputs. The more directions you input, the faster you'll get out of stun. Many players advocate alternating quickly between 7 and 3 or 1 and 9, since this involves inputting both horizontal and vertical directions simultaneously, and is therefore feeding the game more inputs in a shorter amount of time. Most players also play on arcade sticks, however, and this method may be catered more to that control style. If you have a general sense of when you'll get out of the stagger, mashing out a reversal type move is something some players also do, but it's usually safest to end the inputs with an appropriate block if possible. Button inputs do nothing to get you out of stun/stagger state.
Posted

Wow! Thank you very much for that information, Digital Watches!

I'm sorry that I sound like a total "noob", but I had been pondering about these things for quite some time, but I never really had a chance to ask them. That, and I was kind of afraid of looking like an idiot and people bashing me.

Thanks, though! :yaaay:

Posted
Wow! Thank you very much for that information, Digital Watches!

I'm sorry that I sound like a total "noob", but I had been pondering about these things for quite some time, but I never really had a chance to ask them. That, and I was kind of afraid of looking like an idiot and people bashing me.

Thanks, though! :yaaay:

No worries. Every new player's got to find out the information SOMEhow, right?

Posted

Alright, for frame data purposes, how many frames does instant blocking take off of block stun? Is it a set number or maybe a percentage varying from move to move?

Posted

Hit Level               Lv1     Lv2     Lv3     Lv4     Lv5

Standard Guard           8F     10F     12F     15F     17F

Instant Block          - 2F    - 3F    - 3F    - 4F    - 4F

Air Instant Block      - 2F    - 2F    - 2F    - 3F    - 3F

Posted

"lvl6" moves are lvl5 moves that don't follow lvl5 block stun. How much block stun is different for each move. Like Pote's 6HS does 23f and Ky's does 22f. Gotta go to the frame data and read each move's notes.

Posted
The advantages of instant blocking are decreased blockstun (you're stuck in your character's blocking animation for a shorter time before you can do something else) and a decrease in the distance your opponent is pushed back when you block their attack. The practical upshoot of this is that it makes it easier to retaliate against an attack by reducing or eliminating the opponent's frame advantage or increasing yours (depending on who is at frame advantage after the move is blocked.)

and dont forget increased meter gain per IB<3. IBing predictable block chains is a great way to build meter.

Posted
Is guts rating calculated at the start of a combo or per hit?

I don't know for sure, but I think that guts rating is factored into damage scaling calculations as of the first hit of a combo. What's definitely true is that a combo will do more damage if started earlier in the opponent's lifebar.

Posted

Here it is, posted by RedBeard, thanks again mate, somewhere in "The Foundation" sub-forum and also in the Johnny forum (click here to view some good character specific stuff, such as weight, guts, airthrow range etc.) :

GUTS RATING

5: AN, BA

4: CH, JO, PO

3: JA, MA, MI

2: KY, OS, SL, ZA

1: AX, DI, IN, SO, VE

0: AB, BR, ED, FA, RO, TE

Guts Rating Calculation

A= 100%->56% health left

B= 55%->41% health left

C= 40%->31% health left

D= 30%->21% health left

E= 20%->16% health left

F= 15%->11% health left

G= 10%->6% health left

H= 6%->0% health left

S= Guts Rating

S----A------B-----C------D-----E-----F-----G-----H

5 x 1.00 x 0.94 x 0.85 x 0.75 x 0.60 x 0.48 x 0.40 x 0.36

4 x 1.00 x 0.96 x 0.88 x 0.78 x 0.64 x 0.50 x 0.42 x 0.38

3 x 1.00 x 0.98 x 0.91 x 0.82 x 0.66 x 0.54 x 0.44 x 0.38

2 x 1.00 x 1.00 x 0.94 x 0.85 x 0.68 x 0.56 x 0.46 x 0.38

1 x 1.00 x 1.00 x 0.98 x 0.89 x 0.72 x 0.58 x 0.48 x 0.40

0 x 1.00 x 1.00 x 1.00 x 0.92 x 0.76 x 0.60 x 0.50 x 0.40

Posted

that's not the question (but thanks anyways for providing the chart! :D).

It's per hit.

Take Baiken as your character, Anji as your training dummy.

At full health (128 in the training mode option):

2K - c.S does 12 + 20 damage

At 56% health (71):

2K - c.S does 12 + 19 damage

So, after the 2K brings Anji below 56% health, his guts rating takes effect.

Posted

Oops, my bad !

Anyway, as the real question (and not what I thought it was :v: ) was intriguing, I also did some test and got the same conclusion : guts rating takes effect per hit. Well, since I noted it on a paper, better post it, even if you already did. ;)

With JO against JO in training mode, a 2-hit combo against crouching opponent : f.S > 6H, so that the figures are big enough hence easier to spot.

Full Health (A Gut rating) = 128

f.S = 34 dmg

6H = 59 dmg

Since the limit between A rating and B rating is 55-56%, just put the opp. life so that the f.S is in A and 6H in B or lesser. Basically, put it at 80 (128 * 56 / 100 = 71.68, so it is okay).

Opponent life = 80

f.S = 34 dmg

6H = 56 dmg

Limit between B and C : 128 * 41 / 100 = 52.48, meaning below 52, it would be a C or lesser rating.

Limit between C and D : 128 * 30 / 100 = 38.4

So here the 6H hits in C, as 80 - 34 = 46, which is between 38.4 and 52.48.

Too much figures... gotta play GG a little, right now. :keke:

  • 2 weeks later...
Posted

Hey guys I have a few questions:

[background - I'm playing GGXX with Testament as my main]

Jump-FD question: Many times I get hit trying to jump away from a broken combo or a bad poke. Even more often I hit my friends with 6HS while they are jumping away from me. If I (or they) FD as the jump away will it cancel those few frames where I'm jumping back (and holding the back button) but not blocking?

ID question: I'm still a bit confused on how to get the un-techable state. After I hit with 5D do I follow through with the homing jump or not? Does an ID go: 5D > Jump > Hit Enemy > Cancel Float > Land > Combo? Or is it more like: 5D > Hit Enemy > Combo as they fall? I'm going to go look for a video, but in case I don't find one... Are ID's prorated the same as normal Dust combos?

Tick-throw question: (Keep in mind I play Testament) Are some normals better to set up a tick throw than others? Would a 2P as a setup be markedly better than a 2K for example? Also, when throwing is there a distance where you're too close? Getting throws is probably the weakest part of my game so any ideas on how to practice would also be good.

I play pad still and was wondering if anyone else struggles with TK'ing dragon punch type moves. Baiken is my second so you can guess why I ask.

I pre-ordered GGAC... man I'm so pumped.

Posted

FDing as you normal jump does cancel the jumping frames, super jumping doesn't have those jumping frames (I think).

An ID is the exact same as a normal dust combo, you are just using the untechable hit frames of the dust before they end to your advantage. You follow up normally with a homing jump, and hit them at the proper time, just before the dust-state ends where they are untechable for a bunch of frames. If you want to land before them, you can jump and then go back to neutral and jump again, or FD, or use a move that changes your air movement, or air dash to stop your homing jump, so you can then ID and land before them.

If you're making them block, then throwing them, generally you want to use a poke with high +frames, as it gives you time to recover and either move closer or fake out the opponent into allowing you to grab. This also allows you to use throw invincibile moves to catch them trying to grab you back, after you pause. If you try to tick throw with a move that doesn't have much frame advantage they have more of a chance to escape or throw out something and catch you. If you're not getting throws, it's either that the people you play are mashing too much or you're either being predictable or aren't setting situations to throw up properly. With Baiken, for instance, bait them mashing with 2K or their throws with 6K, until they stop doing it, then start going in for throws. Hit-confirm a poke and if they block, then throw, if not, gatling it and combo. If they're playing something like Sol who likes to uppercut a lot, just FD brake after running up at them, or poke with something like 2S which can bait it.

Posted

Actually superjumps do have those frames. If you FDC the startup of a superjump you'll just rocket up really high and won't be able to jump-cancel.

Posted

Thanks for your help guys, now I have things to practice. I still don't have ID down, but I guess becoming less of a scrub isn't easy.

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