-
Posts
3,554 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by shtkn
-
Wiki Account creation/login problems
shtkn replied to Kymaera K1ng's topic in Site Feedback and Suggestions
hm, i've never heard of this problem before... i can only imagine it's a bug in the wiki software? i'll try updating the software in a bit -
data found by using dantarion's diff tool on his website combo rate 60 5A p2 85 5B damage 750 5BB damage 750 startup 2f faster 5C damage 1050 5D damage 900/1080 p1 90 2A p1 90 p2 85 2B damage 750 2C damage 900 p1 90 3C damage 1120 p1 90 2D damage 700/840 p1 90 j.A damage 450 recovery increased 3f j.B damage 780 j.C damage 990 j.2C damage 1000 j.D damage 900/1080 j.2D damage 900/1080 6A damage 1060 6B damage 1100 p1 90 p2 82 6C damage 1300 6D p1 90 damage 1000/1200 3D p1 90 damage 1000/1200 all throws damage 1500 p2 50 rekka1 damage 800 rekka2 damage 800 rekka3 damage 1300 p2 72 dustattack damage 1200/1440 p1 100 p2 70 fatal sidedustattack damage 1200/1440 p1 100 p2 70 fatal gustaf 1f faster startup growler damage 900 growler shot damage 1000 p1 80 lv 3 sentinel no change panzer damage 1000*2 p1 60, 80 p2 92 startup 15 active 12 (16) until landing recovery 30 inv 1-26 scud damage 600, 1500 p2 100, 60 scudOD 600, 300*2, 1500, p2 100, 60 crush trigger uncharged p2 60 crushes for 32 crush trigger charged p2 100 crushes for 60 caveats: not all changes are listed here, as i can't decipher it all, especially for attacks that charge like crush triggers. please let me know if i missed anything or if the data here doesn't match up with what you've experienced in the game, i could have messed up
-
I've been using the diff tool on dantarion's hitbox site http://boxdox-bb.dantarion.com/#/diff to try and list changes. here they are. health 10500 combo rate 60 5A recovery increased by 3F 5B damage 280 gatlings 4C, 1C 5C damage 780*2 p1 80 gatling 1C 4C damage 700 lv3 startup 17 active 2 (4) 2 recovery 15 2B damage 540 startup faster by 1F 2C damage 720 p180 air normal blockable gatling 4C 1C damage 650 lv3 p1 90 startup 17 active 2 (4) 2 recovery 23 3C damage 800 p2 82 j.A recovery increased by 1F. Whiff cancel into j.A replaced with regular gatling to j.A j.B damage 280*2 j.2B startup 16 active 9 recovery 21 j.C damage 700 j.6C damage 780 j.4C damage 700 6A damage 600 6B damage 800 p1 80 6C damage 980 p1 80 startup 4f faster fthrow damage 1500 p2 50 bthrow damage 1500 p2 50 athrow damage 750 p2 50 hariken kick damage 700 guardP 1-11 hariken drill damage 1000 lv3/4/5 startup 11 after kick active 61 gekiren damage 0, 2700 ginga damage 800 p1 90 p2 79 startup 14 active ?? total 50 raibu damage 200*6, 750 p2 75 startup 12 recovery 21, frame adv -5 Gosei damage 200*N, 900 p1 80 p2 89 SuperRush p1 80 p2 82 SuperRushOD p1 80 p2 82 SuperDrill inv 9-?? EA startup 20 active 3 recovery 20 EAfast startup 10 active 3 recovery 20 5D damage 120 no minimum damage lv1 11hits lv2 16hits lv3 30 hits startup 15 active 24 recovery 26 2D damage 140 j.D damage 100 j.6D damage 150 6D damage 250 crush trigger uncharged p2 60 guard crush 32F crush trigger charged p2 100 guard crush 60F hariken stance guardP 5F~ caveats: i can't read all the stuff in the diff, especially stuff that involves charging like crush triggers and D moves, so i'm definitely missing stuff there (primarily timing info)
-
Reminder that Danger Time is tomorrow. Doors open at 4pm and we'll be having tournaments for xrd and bbcpe
-
Wiki Account creation/login problems
shtkn replied to Kymaera K1ng's topic in Site Feedback and Suggestions
as stated on the front page of the wiki: Please PM me your email and desired username -
Update: We will be back in 2 weeks on the 30th
-
Since West Coast Warzone is this weekend, we'll postpone Danger Time. Whether it comes back next week or in 2 weeks is dependent on the availability of KO Gaming Lounge: they just started having events for Pokken the Saturdays we aren't there so we might not be able to get space. I'll update when they tell me more
-
Alright, we've finalized the special event! This time it will be a kumite versus KizzieKay! Doors open at 4, but the event will start at 5 so people can warm up. We'll do 3 hours or Xrd, then 3 hours BBCPE. Sets will be FT3
-
Danger Time buildup is this Saturday (April 2)! Not confirmed, but current plans are to hold a kumite with someone...
-
@Jyosua will most likely be streaming, but i haven't confirmed with him yet
-
Next Event: May 14 Danger Time: Buildup KO Gaming Lounge address 18888 Labin Ct b206 Rowland Heights CA 91748 The Lounge is located on the second floor of the plaza, look for the KO Gaming Lounge sign. Rules at KO Gaming Lounge Venue Fee: $5 for 1 hour, $10 for the whole day. Hours: 4PM - 11PM *Can rent sticks after paying venue for no cost, but they hold your ID. *No outside food or drink, but the Lounge has an agreement with one of hte restaurants in the plaza where they can deliver food to it (I forget which restaurant). Danger Time: Clash and Danger Time: Buildup Currently we plan to run events bi-weekly (once every two weeks), alternating between tournaments (Clash) and workshops (Buildup) to give players a chance to compete in high pressure situations as well as a chance to take a step back and analyze their play to improve themselves. Danger Time: Clash Currently we plan to have tournaments every other event, so basically once a month. These tournaments will follow standard rules: double elimination bracket, 2/3 rounds FT2. Grand finals is FT3. $5 entry fee, payout is for top 3, 70/20/10. Signups are until 5PM of tournament day. Tournament starts at 5 for both games. Bounty System A bounty will be placed on the top 3 players of the previous tournament. Players who win even a single round against one of these marked players will win a prize! Winning a round earns 1%, winning a set wins 5%. Money is taken out of 1st place's winnings. All values are rounded to nearest dollar. *Note any player with a bounty on their head can not claim a bounty For example if a bounty hunter wins a set against a target, then the hunter instantly wins 5% of the pot, 1st place's payout then becomes 65% Danger Time: Buildup Pending, but we plan to hold events to help players improve such as discussions, giving players the opportunity to play specific opponents if they want to learn a matchup, and group critiques.
-
perhaps it's a browser issue? it works fine on chrome and opera for me.
-
most combos have a few burst safe points in them, i'm not aware of any combos that are mostly burst safe though...
-
that's good to know, i'd like to update the wiki with new images do you know if he will be ripping effects too? (such as jin's sword slash effects, bullet's flint shooter, etc)
-
I'm renting out a huge suite the day before Anime Ascension! It will be in one of their Presidential suites with over 1400sq ft, so we will have plenty of space! I hope everyone comes together and gets to play people they don't get to play often. Location: Hotel Irvine 17900 Jamboree Rd, Irvine, CA 92614 Start: Whenever I check in, which was around 3pm last time iirc Fee: likely $5, but undecided, fee waived for bringing a setup or food/napkins/etc (at least $5 worth, not just a stick of gum!) Parking: @chzchan had this to say last time we were there:
-
also noticed that some invul (such as volcanic viper, ride the lightning, burst etc) still show hitboxes, i assume those are property based instead, though the hitbox viewer doesn't show it
-
This is amazing! I just dled it and tried it out, thank you for making this! I assume it's a work in progress, I don't see hitboxes for projectiles, and throws, but this is still awesome nonetheless
-
I also doubt i'd have the time to run/update something like this... i can barely keep up with what we got right now
-
I've booked a suite for 2 nights during new years in Irvine. Same plan as last time, Venue Fee: Free, but bring setups and food Location: Embassy Suites 2120 Main Street Irvine CA Room Number: 915 Start/End Starts when I check in on Dec 31. Ends Jan 2. Parking I asked @chzchan to check out the parking situation and he said for free parking you can park across the street (see his diagram below). Also if you're bringing stuff, I can validate for you (I assume I need to bring you to the front desk?). I'll save validation for people bringing food/setups. I haven't checked this myself (as I live in San Diego), but i'll take his word for it. If you want to park in the hotel's parking, it'll cost i think $10-15. Spending the Night If you're from out of town, let me know and I will probably say feel free to stay the night. Don't want anyone driving long distances drunk/super tired or anything. Supplies I plan on bringing cups, plates, napkins, and trash bags, but i'm certain that we will run out, so i'd appreciate if ppl brought some more just in case. Please post in here with what you plan on bringing. If you have any questions, please ask.
-
Where does modding discussion fall in legality?
shtkn replied to Poultrygeist's topic in Site Feedback and Suggestions
my gut says it only becomes taboo if you go into piracy. skins/custom soundtrack talk can go to zepp museum. -
[Xrd] A Strange Bit of Damage Scaling Phenomena
shtkn replied to B.P.M.'s topic in Guilty Gear General
renamed to RISC damage scaling. basically as you do attacks in a combo, each hit prorates the damage of any following hits. Pretty much every fighting game in existence has this. basically, getting hit while the RISC gauge is 0 causes damage scaling, each hit causes more scaling, how much scaling is dependant on the move. there's no visual indicator for how much scaling is in effect. The XX series had this too, except it was named Guard Gauge at teh time, and you could see how much damage scaling was in effect. I'm pretty sure Xrd uses the same system, we just can't see the guard gauge once it's under 0. http://www.dustloop.com/wiki/index.php?title=GGACR/Damage#Guard_Gauge -
[Xrd] A Strange Bit of Damage Scaling Phenomena
shtkn replied to B.P.M.'s topic in Guilty Gear General
i don't know what character you're using, but you don't account for RISC scaling is my guess http://www.dustloop.com/wiki/index.php?title=GGXRD/Damage#R.I.S.C._Level -
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
shtkn replied to Dawn of Musou's topic in Jin Kisaragi
tried 236D > 623B > freeze, didn't work, too much recovery, even on air version i think -
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
shtkn replied to Dawn of Musou's topic in Jin Kisaragi
no i didn't, the final hit of 236D launches hte opponent really high, so i was just timing a 2C > 623C, dash 5B > 22C afterwards. i don't think j.236D launches high, but i didn't really try unfortunately, i couldn't go to sparring during the night since as soon as someone enters the other cab, it automatically goes to versus -
[CF] Jin Kisaragi Gameplay Discussion Thread (Pre-Release Date)
shtkn replied to Dawn of Musou's topic in Jin Kisaragi
236D definitely felt like a good move to me, combos from 3C on everyone i fought, and can be used as a zoning tool. as for oki, i did 3C > 214B(1), 236D and caught someone rolling forward, but i think just comboing from 3C instead is probably better overall. maybe for oki in the corner? for combos, 3C > 236D, 6C > ice car (2) should work (i didn't do it myself, Jyosua told me about it). new 3C is longer range, but slower than the old one. no longer combos from 5B. Only combos from 5C or 2C. 6C launches lower, changes how high you need to launch the opponent to do the ice car combo extension, haven't found a consistent way to set it up, but i'm sure someone in japan's figured it out by now. didn't really mess with hizangeki, sorry also i think 22C has more range now? not sure. the loss of 5B gatlings will take me some time to get out of my system, gotta use 6D now for the blockstring reset. also 6B added recovery is definitely noticeable, can still combo into 5B on normal hit, and 6C on counter hit iirc, but the timing definitely throw me off for a while. i guess if you want to take a risk, you can cancel the landing recovery into 22C to fish for a fatal combo starter haha