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Posted

Well, I asked this question in the General Questions Thread and the answer was "Go make something by yourself", so, I did. :gonk: Hard work doing the first one though.

Anyways, you read it from the left-most column to the right and look at the columns to match what attacks cancel into that one.

Key:

Blue "YES" = This attack cancels into the corresponding attack's "row".

Red "NO" = This attack won't cancel/doesn't apply to this attack situation.

Grey "YES" = This attack cancels, but the delay is huge/doesn't combo very well/black beat.

Magenta "YES" = This attack works, but only in certain situations, usually a jump-in combo in the corner.

Grey "NO" = This attack normally doesn't work, but in certain situations it "might" such as the period of frames after a Homing Jump from a dust just before the "space screen" appears where you have unlimited jump cancels and airdashes.

Also keep in mind I know several Supers and Overdrives have situational combos you can follow up with after they hit, but that's too complex for this listing, so I ignored it for the time being. Also ignoring Roman Cancel and Force Roman Cancel potential for now.

Anyway, this is my first, and correct me if I'm wrong in anything. I may do more later if I have the energy.

Posted Image

Posted

people can look up whether a move is special and jump cancelable in the frame data (look under "cancels" column of the move, and check if there's a "C" for special/overdrive cancel, "J" for jump cancel), so i feel the special, jump cancel, and overdrive entries aren't necessary. anyways, my suggestion is to draw it on paper and then scan it to computer, or draw it on your computer. like, make a little box around a move, then draw lines/arrows from it to moves that it gatlings to. use arrows to indicate gatling "direction". that's just me, though. oh also can you just put in a hot-link for the pics? if you're gonna post those tables in here, it'll take forever to load the thread >_<

Posted

I think you should split the charts into "ground gatlings" and "air gatlings" (and/or links). Adding that aerials can combo into ground-attacks if done as jump-ins would be like adding that certain attacks combo if they hit really meaty - The charts just grows too big. I would say that the flowchart in the Slayer 101 thread is a good example to follow.

Posted

wow! blade. that is some big project thing you are doing right now. :psyduck: i'm looking forward to this.

Posted

Er... I don't understand your use of magenta, as it seems to indicate air moves that can combo into ground moves, which has nothing to do with gatlings. Air moves can almost always combo into faster ground moves in "certain situations" (IE when the move is done close to the ground) largely because they recover instantly upon landing, not because they gatling.

Posted

anyways, my suggestion is to draw it on paper and then scan it to computer, or draw it on your computer. like, make a little box around a move, then draw lines/arrows from it to moves that it gatlings to. use arrows to indicate gatling "direction".

this is exactly what i did for my Ky beginner guide:

http://dustloop.com/forums/showthread.php?t=3539

even color coded too

Posted

@Digital Watches: You're right about them not being gatlings in the true sense but I thought I'd put the info in the grid instead of a big field of ambiguous NOs. Same goes for

5D and the fact that even though it's "sorta" Jump-Cancellable when it hits, what you're really doing is Homing Jump. I don't plan on listing every possible air-to-ground link, regardless of how many active frames a certain attack may have, just going through the grid based on what's in the row for now.

Meh, it just seems like the magenta category in general is pointless and needlessly confusing.

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