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Posted

I'm making this because I couldn't find how (using forum search) to use Chipp's wall jump and had to use google. Ended up on GameInformer. THAT IS NOT A GOOD THING. Eddie: Extra Shadow Gallery during Break the Law - The second option is unlisted 41236+S or 63214+S Kuradoberi Jam: 100 hit useless super. Hilarious. Supers are still unburstable. 64641236+P+K (100% Tension) Sol Badguy: "Dragon Install Second" - Never Ends, Life Drains really fast, is not safe to do. Is still permanent dragon install. Very hilarious. 214 214 214 214 P+HS (100% Tension) Order Sol: Level 1 Moves regardless of charge Hold Dust during specials Ky Kiske: Lightning Strike - Used on downed opponents. Is cool looking, and useful as a combo ender. Not Hilarious. Like an additional special that's situational. 222 HS Gold EX Ky only: Greed Sever Overdrive 214214 K (50% Tension) Chipp Zanuff: Triangle Jump (Wall Jump) - Only works when you would be able to jump instead, but not off of the third jump and only when Chipp is next to a wall. Is an important part of Chipp's overall mobility plan. Sort of scary because it's pretty fast and Chipp can attack during it. 546 Dizzy: Instant Kill - This move is like if you had to activate instant kill mode and instant kill at the same moment. Maybe on ABA. Maybe. Instant kills are, by definition, lolarific. 2(Charge),8,4,6,2+P+HS (100% Tension) Zappa: Non-Random Summon - You probably need to know about this if you play Zappa. When the ones digit (ie. 1 of 51) of the timer is X summon and get a guaranteed whatever. 3-Sword 2-Ghosts 1-Dog If there are any more secret moves be sure to post them here please.

Posted

I'm pretty sure Chipp's wall dive doesn't need the kick. I also remember it being 546 Oh and there's Dizzy's 100% meter IK. Some sort of charge down, up right left and two buttons. Don't remember exactly.

Posted

Oh and there's Dizzy's 100% meter IK. Some sort of charge down, up right left and two buttons. Don't remember exactly.

2Charge,8,4,6,2+P+HS

Other than that, you have all of the secret moves down.

Posted

Alright, I'm giving this thread a chance to be useful. I still think it should be replaced with a sticky about this topic, since nothing new is being generated, obviously. Maybe you guys could discuss how these might be useful?

Posted

Chipp's is good. Ky's isn't bad. Dizzy's isn't as slow as people make it out to be. It's actually average, if you combine everyone else's activation time with their startup time. If Dizzy ever manages to dizzy someone next to her, while having full tension, (oh, and charging too), she fares a chance of landing it, like anyone else. Oh, who am I kidding? It's bad. /thread

Posted

Chipp's is good.

Ky's isn't bad.

Dizzy's isn't as slow as people make it out to be. It's actually average, if you combine everyone else's activation time with their startup time. If Dizzy ever manages to dizzy someone next to her, while having full tension, (oh, and charging too), she fares a chance of landing it, like anyone else.

Oh, who am I kidding? It's bad.

/thread

quotin this.

Posted

Alright, I'm giving this thread a chance to be useful.

I still think it should be replaced with a sticky about this topic, since nothing new is being generated, obviously. Maybe you guys could discuss how these might be useful?

why don't we just add these moves to the frame data sheets? i have the complete guide, so if people would like, i can translate the frame data for these moves.

and actually, from the complete guide, it says:

Jam's super (闘砕珀裂拳, "Tousai Hakuretsu Ken" perhaps?): 64641236+P+K, 100% tension

Chipp's wall jump (三角跳び, "Sankaku Tobi" = Triangle Jump): it just says "screen's edge, then neutral -> 46"; but if you actually can't do it after using all your jump options, then that's good to know.

Dizzy's IK: the commands are right, but the guide says you only need 50% tension to do it.

(Also the name is 力が...抑えきれない..., "Chikara ga... osaekirenai..." = "This (My?) power's... too much to stop/control..." or something like that.)

btw Sol's super DI is called "Dragon Install Second" according to the guide... and it's "lightning", not "lightening" ;D

lol and yeah, Gold EX Ky has a "no-name" super that looks like Greed Sever, 214214K like you said, BMS.

Posted

Gold Order-Sol has an overdrive that gives him unlimited charge for a while. Also I don't know if this counts as a hidden move but if you hold the Dust button his moves stay at level one regardless of how full the charge gauge is.

Posted

Gold Order-Sol has an overdrive that gives him unlimited charge for a while. Also I don't know if this counts as a hidden move but if you hold the Dust button his moves stay at level one regardless of how full the charge gauge is.

It's not exactly a secret move, but it is not in the manual. In it goes.

Also, if you know the inputs for the move and they aren't listed in command list, then post it up.

Posted

OP: here's a little something I found for the first post. When you do Shadow Gallery from Break the Law, either of 41236+S or 63214+S will work.

Posted

Understood. I just hope that stuff that was missed that isn't general knowledge regarding character specifics be made more easily accessible, that's my two cents. Heck, some people don't even know what Anji's guard points are.

What are Anji's guard points?

Posted

Faust has a force break after he does the scalpel pull in, I think it's 236D. I'll test it in a bit. Edit: Confirmed, it's 41236K -> 4 -> 236D :eng101:

Posted

taht move is in the in-game move list

Oh my bad. I don't really play Faust and I've never seen it used. I guess I was all caught up in the excitement that I might be contributing something.

Oh well.

Posted

ah yeah... do you wanna include EX characters, Zerite? my plain vanilla American AC copy of the manual doesn't have EX movelists, and i doubt the AC+ version does, either, so it seems reasonable to ask (in case people wanna fool around with EX characters). also can someone verify the tension requirement for Dizzy's IK? if it's 50% like i posted, plz update the first post; if it's 100% like Zerite posted, then i'll note that in my complete guide :toot:

Posted

also can someone verify the tension requirement for Dizzy's IK?

It is definitely 100%.

Posted

ah yeah... do you wanna include EX characters, Zerite? my plain vanilla American AC copy of the manual doesn't have EX movelists, and i doubt the AC+ version does, either, so it seems reasonable to ask (in case people wanna fool around with EX characters).

also can someone verify the tension requirement for Dizzy's IK? if it's 50% like i posted, plz update the first post; if it's 100% like Zerite posted, then i'll note that in my complete guide :toot:

EX Character move lists are so large and different that if they deserve mention, they also deserve their own thread, probably in the character specific forums. Since this game doesn't look like it will be updated any time soon, it's probably worthwhile. If you want to add the frame data for the EX characters, you should probably find some way that doesn't append it to the current frame data and is it's own separate page.

Posted

Zappa: Non-Random Summon - You probably need to know about this if you play Zappa.

When the ones digit (ie. 1 of 51) of the timer is X summon and get a guaranteed whatever.

3-Sword

2-Ghosts

1-Dog

So... does this mean that the centipede ghosts must dissipate by (or ending moment of) 55 to get the dog, or do the command summon during 55? :sweatdrop:

Posted

So... does this mean that the centipede ghosts must dissipate by (or ending moment of) 55 to get the dog, or do the command summon during 55? :sweatdrop:

Any other number is random. Only 1, 2 and 3 generate specific summons.

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