Jump to content
Dustloop Forums

Recommended Posts

Posted

Rinsuku: Anji is indeed up, the K autoguard move is missing it's motion and name, and some other minor stuff (needs to be updated with the mook errata), but at least it's up. See the link below, dustloop translation page.

Munkalicious: Bzzt, wrong. Try again.

To update the first post.

Dustloop translation page: http://www.dustloop.com/data/ac/select.html

Character Template: http://www.dustloop.com/data/ac/chara.html

Progress:

ABA Frame Data 1, ABA Frame Data 2 - Done

Anji Frame Data - Done (minor errors, typos, and mook errata)

Axl Frame Data - Done

Baiken Frame Data - Done

Bridget Frame Data - Done (needs proofing)

Chipp Frame Data - Done (needs proofing/minor fixes & checks)

Dizzy Frame Data - Done (needs proofing, fish note needs fixing)

Dizzy Moves Breakdown and Combo Flowchart

Eddie Frame Data - Done (needs proofing)

Faust Frame Data - Translation complete

I-No Frame Data - Done (needs proofing)

Jam Frame Data - Done (needs proofing/checks)

Johnny Frame Data - Done (needs more FURAI AWAY and bellowing)

Ky Frame Data - Done (needs proofing)

May Frame Data - Done (needs proofing)

Millia Frame Data - Done (needs proofing/errata update)

Order Sol Frame Data - Done (needs proofing)

Potemkin Frame Data - Done (needs proofing/minor fixes)

Robo-Ky Frame Data - Done (needs proofing)

Slayer Frame Data - Done (proofed, corrections to cancels and stuff)

Sol Frame Data - Translation complete (RoboBOBR working on inserts)

Testament Frame Data - Done (needs proofing, update with errata)

Venom Frame Data - Done (proofing/updated *2 note required)

Zappa Frame Data 1, Zappa Frame Data 2 - Translation nearly complete

System Frame Data - Done

  • Replies 295
  • Created
  • Last Reply

Top Posters In This Topic

Posted

regarding Venom's comments:

I never met "plummets" (jH description) in english framedata before, should we use this very word?

Chip damage==Block damage?

And by the way, anyone has the idea what does "Hit stop 0" means (Dark Angel)?

Regarding *2, it means that when balls collide, they always will have the same speed, and both will change it's direction (split) unless hit by moves marked *2.

Charged stinger aim (S and H) comments:

"See %1 for more notes." => "See *1 for more notes."

Something like that...

This means that any hit following dark angel will have zero recovery for the player being hit. Say you have a DA and you begin a combo at 25 hits, the 28 hits expire and you proceed to finish the combo... your opponent can begin blocking again even if you're in middle of Venom's 3hit close slash.

Posted

Not true; hit stop has nothing to do with hit stun (which is what you're thinking of). Hit stop refers to the game's pause/slowdown effect when hits connect with an opponent. During DA there is no hit stop, which is why the game blazes through all 28 hits without pausing. As opposed to say, Sol's 6H which has a very noticeable pause between hits.

Posted

So what's left? Only Zappa, and he's not translated? Or is there anything else to insert?

Posted

In terms of getting something up for people to look at and basic translation, we're pretty much done. Zappa, Faust, A.B.A., and Bridget are all on my hard drive, and will be posted at a later date. Zappa is pretty much "translated", except for a couple lines of the P,K,S version of his Sono Mama Kaette Konaide Kudasai. To be honest, I could make something up, and no one would be none the wiser (Want an example? See the Dizzy notes :D). But eh, it'll wait. However, to make this stuff actually useful, it's gonna take a whole lot more. Things that still need to be done: -General proofreading: Not only are there typos and stuff in both the notes and the numbers in the tables, the translations themselves in general need to be cleaned up. Grouping together all like and like notes (i.e. invincibility, hit effects,), using line breaks to keep things legible, and standardizing the notation used. I can't believe I ended up writing out (untechable for XX frames) instead of just (60) or something, and explained it in the companion. But meh. -The current data needs to be updated with the errata listed on the webpage. I'll post up a partial list of changes sometime. -Writing a little companion, to more fully explain the effects. This goes hand in hand with standardizing things. Plus the notation in the mook is sometimes a bit odd. Like the mook lists some moves as "Floats and downs the opponent", to us, this would be the same as saying "untechable float". -Most of the more difficult notes, NEED to be checked. Simple stuff like invincibility, airborne, etc. is fine. But pretty much anything else is guess work on my part. I'd strongly suggest you guys get someone who's actually fluent to check it over.

Posted

Regarding one of your questions in the errata.txt file:

Air S/H Vapour Thrust have always been the same since XX.

By the way, I couldn't find an entry for character jump start-up time in the system data page, but I found something at this site (second last bullet from the bottom):

  • All characters (with the following exceptions): 3F
  • Faust, Johnny, Axl, Venom, Testament, Slayer: 4F
  • Potemkin, Robo-Ky: 5F

Just below that, there's something on "throw invalidity time":

  • "Okiagari jikan" (self-righting time = after wake-up?): 9F
  • After blockstun is removed: 5F
  • After hitstun is removed: 6F

Also, one thing that came up during discussion with POscrub that would be VERY helpful for reading the frame data is Arc's convention in how they write their entries for move start-up. As far as we can tell, if a move has x listed in its start-up, then that means that the move has x-1 activation frames, and becomes active on the xth frame. (This is as opposed to interpreting the data as saying "x number of activation frames; becomes active on the (x+1)th frame.)

I think this is pretty old news for those that have been in the community for a while and have looked into frame data already, but it's not an entirely intuitive way to read frame data for those that are just starting to get into this stuff, so I think it's worth including in a glossary of terms and conventions for the frame data.

Posted

Just to keep things a bit separate (from my above post), here are some tentative Slayer discrepancies I found between the comments for the specials from the mook frame data and history21.client.jp/achissatu.html :

  • I personally prefer the term "strikes down on air hit" instead of "plummets and knocks down on air hit", but either is satisfactory.

  • Undertow comment: "Floats on ground hit; untechable time: 66F. On air hit, untechable time: 46F. "

  • Dead On Time comment: "Passes through the opponent."

  • Eien no Tsubasa comment: "Floats on hit; untechable time: 120F."

  • Chokkagata Dandy comment: "7F hit stop from the head. Wallbounces on air hit; untechable time: 100F. Wallbounces on air CH; untechable time: 200F. Tail untechable time: 34F."

  • All Dead comment: "On trade, causes high float and knockdown."
Now, I've gone through the mook, and I honestly don't know where history21 gets some of his numbers, because POscrub didn't seem to miss anything in his translation of the mook's comments. That said, it's hard to believe that history21 would've just made this stuff up, so that's why I'm presenting it as tentative.
Posted

Hi rtl42 Remember the page we got the Slash data from? ttp://f32.aaa.livedoor.jp/~kosugi/guiltyslash/slayer.html -Undertow comment: The Slash note says that effect was on CH (untechable time of the ground bounce 66/46). The Mook simply lists it as knockdown (i.e. completely untechable). Who to believe? Undertow hasn't changed since Slash, for all intents and purposes, 66/46F of untechable is good enough to knockdown. However, if you go into training mode and crank the guard bar all the way down, it's possible to generate techs, or maybe you CH something a bit high up in the air. At least that's my reading of it. It depends on how deep you wanna go, or how exact you want to be. I'll bet the AC guys just ran a simple test, found they couldn't tech it, and slapped an untechable tag on it. -Dead on Time: Yeah, Mook just didn't have enough space to list everything :). Since you're a Slayer player, I'm sure you noticed that on block now, it's a ton safer since Slayer now goes through the opponent, instead of hanging around in front of them waiting to get beat. Definitely worthy of a *Not in Mook* note. -Eien no Tsubasa: Again, these values came from the Slash page. Whether something is completely untechable (= knockdown), or just is untechable for a really long time. -Chokkagata Dandy: Again, Slash data. You can tell they kinda skimped on the backfire stuff :D. I really wonder which is the right wallbounce value now though... that bears worth investigating... maybe -IK: On trade? Loltastic information! Time to make some more bug videos! Summary: They're lazy, and wanted to fit everything onto one page :D. Additional details can be fun, go ahead and put'em on if you want. General note to everyone. Since all the pages are up now. If you see any typos, errors, that sort of thing. Go ahead and make the change, and upload it onto sendspace, filefront, your own personal webpage, whatever!

Posted

Robo-Ky: (Fixed normals row colours)

http://www.sendspace.com/file/m8k80z

Congratulations to everyone who helped out, in no particular order.

Alt, Hellmonkey, Teyah, Redbeard, Cola, RoboBOBR, Akira, Darkzero, Hate, Nehle, Tritone/Akane, rtl42, Titanium Beast, Biologin, Shinquickman, PhaethonH,Baglunch, Jais, G. Blood, jin[kr], Hmr.ks, and anyone else I may have missed.

I guess G. Blood could update the first page to be like, all done, needs proof reading now. Or something, hehe. With all the basic notes and html up now, I'll probably be taking my leave from this topic now. There's still lots of silly errors to fix, typos, etc. But I think I've already put in a little too much time into this, there's a couple other things that've been left on the backburner because of it. And it's about time I got around to those things :).

Posted

POscrub, where did you find that errata? When I checked arcadiamagazine.com, all that was mentioned was the corrected data on backdash invincibility. For example, you list in the txt file that the mook is missing the note on HOS's 2HS for low and throw invincibility. The note for lower body invincibility is still there, it's only the throw invincibility that's gone. I had assumed this to mean that the throw invincibility had been removed for Accent Core.

Posted

just as a note, the errata are listed by page; frame data stuff comes in quite late into the entry, so don't waste your time reading the first half or so...

Posted

According to the offical ggxx website, Millia's Longinus' input is 214D during Lust Shaker But on the translation HTML, it says input D during Lust Shaker Since I haven't played AC myself before, I do not know which one is correct. Can somebody check it plz?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...