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Posted

Dear guys I was searching on inet for a long time to find a data sheet for jam, i coudent find it. I was wondering if some of u guys got a link or maybe a tip for searching for them. I realy realy want the data sheet of jam if u can help me plz do. Maybe its a good idea to put all data sheets in this post atleast for this version. (unless) there is already a post like this but i coudn't find it. sincerely yours, me

  • 3 weeks later...
Posted

k i found this link on this forum and magically it works now because i tried it long time ago and it didnt,

http://web.archive.org/web/20050306075148/www.gamecombos.com/games/ggxx/char/jam/sys.html

i know this isn't the full info because the jappanese version is much bigger.

but still i like to know some of the shortcuts. not only the word but what it basicly does.

if u go to the analysis tab u can see some diagrams the following id like to know

what is:

TG:

LV:

GAURD:

EX:

AC:

RE:

SD:

and maybe also the ?

maybe u guys can help me out or even better give me translation on the japanese data sheet.

http://f32.aaa.livedoor.jp/~kosugi/guilty/jam.html

greets me

Posted

sigh ok 技名 = Attack/Technique Name 近S = Close S = c.S 遠S = Far S = f.S ダスト = Dust レバー入れ = Into-the-stick = 6+( ) / Forward + ( ) 屈 = Crouching 足払い = Sweep = 2D 通常投げ = Ground Throw 空中投げ = Air Throw For character-specific move names, just remember it by the input. (i.e. i'm not going to translate all of the specials!) 攻撃力 = (Attack) Damage コマンド = (Attack) Input 連打 = "continue hitting" = mash on ( ) -> ex. Millia's Lust Shaker can be input as 214+S, or as just S x n (S -> S -> S -> ...). 押しっぱなし = "keep pushing" = [ ] -> ex. Slayer's 6[K] (as opposed to 6K). (Direction1) タメ (Direction2) = [Direction1]Direction2 -> ex. Potemkin's Hammerfall is [4]6+H, written (<=)タメ(=>) on the webpage. 空中で = aerial 一撃準備後 = post-IK Activation TG = Tension Gain -> specials gain tension even on whiff, but it's half of the value that you gain on "strike" (hit/block). キャンセル = Cancel 連 = continuous = "self-cancellable" (gatlings to itself, pretty much only the P attacks) 必 = special-cancellable J = jump-cancellable R = roman cancellable F = force roman cancellable 発生 = start-up (frame #) -> GG format is that the start-up number is the frame on which that move begins; i.e. activation time is Start_up - 1 (in frames). 持続 = Active time (frame duration) 硬直 = Recovery time (frame duration) 着地後 = After landing / post-landing 硬直差 = Static Difference / Frame Advantage ガード = Guard Type 立 = Standing 屈 = Crouching 空 = Air 空F = Air FD 全 = any Lv = Hit Level (see the Guide on this website for an explanation) 備考 = Comments

  • 2 weeks later...

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