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PhaethonH

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Everything posted by PhaethonH

  1. Also works for anything that "restarts" May's animation. These include: standing up from crouch recover from (whiff) attacks (5P) standing still from Slashback attempt letting go of everything while holding FD walk forward, stand still AFAICT, it's a quirk in her Standing animation. I'm not complaining much, as I abuse it against mid to low PO players and drive them insane with mysteriously impotent Slide Heads. There's also a few frames in her skid animation (65[6] ]6[), near the end I think, that's also invulnerable to Slide Head, even point-blank IIRC.
  2. The longer combo does less damage due another axis of Guilty Gear mechanics. On the screen, underneath the life bar is the Guard Gauge. It starts off, and tends towards, neutral (50% full -- balance +0). As you get hit, the Guard Gauge drops down (towards negative). The lower the Guard Gauge, the less damage you take. There is diminishing returns for excessively long combos. The longer combo does less damage, since more early hits knock down the Guard Gauge even further before the hard hits. More info on damage-scaling: http://www.dustloop.com/ggac/data/dast.html
  3. May IK can be done 6 63214 6 63214 66 H -- running IK. During the IK flash, she keeps moving forward from the skid effect. Shorter running IKs can be done 41236 41236 5 6 H. Useful esoteric trivia if you get the dizzy and switch IK mode, but just a tad too far away.
  4. Alas, gamecombos.com forums is but a faint memory (and not stored by the Wayback Machine, either). * shakes cane in the air Back in ye olde days, this was a FDC, we didn't have no fancy schmancy slashback cancels. That, and since it was already two buttons, ptooey, that was the FDC right there at [H]~1. No high-falutin' piano-S shenanigans. Young whippersnappers :blue:
  5. What's actually happening here is the timespan is pretty large between the point in time when you can FRC and the point in time when the hoop is finished. The logic for the completed hoop is something like: if I see the button is not-pressed, dolphins go jumpy. So, you can let go of the button during the hoop-set animation, but if the button is held down at the time the hoop finishes its setup (hoop: "I am ready to spit dolphin! *looks at button* hrm..."), then the dolphin stays in. There is no "re-buffering" per se. It's a "part 2" kind of move with different input criteria. I'd like to draw an analogy to EX May's dolphin hoop, which is a two-parter as well, one to set the hoop, and another to spit the dolphin. It's sort of the same here, but the "release dolphin" command is "release button" (akin to Eddie's controlling the shadow with release button). I'm just pointing this out, since a better understanding of the mechanics leads to better utilization of the mechanics.
  6. Finished AC+ Survival. Time was over 2 hours, partly because I used Time Traveling once (returned to Lv 506). It seems that although you go back several levels, the AI doesn't -- the interstitial Shadow characters were moving even faster than before Time Travel. Character: May Attack: Max Defense: Max Start Tension: Max Tension Rate: high (not quite max) no jump increase, no air dash increase * Tension Increase * Yellow Roman Cancel * May's Fist (redundant, lol) Max Start Tension plus YRC = 4x 6P. Once Start Tension and Attack were both maxed, things got a little ridiculous. A whale, 5H, another whale, 5H was death sentence for all Shadow chars. If that missed, Tension Increase + Tension Rate gave me another whale even if I just turtled. I IK'd Gold PO twice (Time Travel). I also had a near miss with Gold JO: Low Mist Finer vs Whale - whale won After obtaining May's Fist, everything was just too easy. One CH whale = dizzy. If not a CH, the following 6P YRC usually was. If not, the followup Jackhound combo killed (why do they not tech out?). Lv 999 was over in one hit: CH whale, IK. 92 on the clock. There's probably something to the auto-heal suggestion. One very late match against Shadow MA started off with traded whales. The CPU AI was instantly dizzied (CH whale), and I lamented the loss of the Perfect Bonus as I spammed more whales for the kill, but I got the Perfect Bonus anyway. By this point, I had max Defense, the max S.Tension, and the three equips I listed (i.e. no life-gaining equips). The next round, I let the AI beat me up a bit to see if max Defense was granting me invincibility -- it wasn't. So life came back from somewhere. My guess is a small life-regain reward on winning, before Bonuses are judged, on top the bigger life regain between matches.
  7. Vid of slashbacking and bursting. http://www.gigasize.com/get.php?d=mcwmjt0nd3d (mirror 1; expires in 20 days (Jul 17-ish?)) http://depositfiles.com/files/6263645 (mirror 2; expires in 30 days (Jul 26-ish?))
  8. Completely useless trivia: vs PO, if you slashback the first hit of the Heat Knuckle then Burst, you lose. If you slashback the first then second or later hit then Burst, it's Gold without the "lift" movement (eh?...). Video can be made upon request.
  9. Ever had your computer slow down massively, where what you're typing lags noticeably? There's an input buffer that lets the computer "store up" you what you press so that when it gets to where it can show stuff, all the "stored up" keys seem to suddenly flood through. But you can keep typing ahead, knowing that the sequence you press is the sequence they'll get through. So when you type 'm', 'a', 'y', you'll know that 'y' will show up after 'a' even if you don't see the 'm' come up yet. A similar principle applies in S, H -> SVD: Gatling S into H without waiting/looking for hit sparks. Now, knowing that you have pressed , you can immediately hold even if you don't see May's upswing. The command you gave ("typed") was 5H, and holding the won't change the fact that a 5H has been committed to the input buffer. With the having been "queued up", you can start "queueing" the charge before you even see the starting. And when May's finally does hit (while you're holding ), the is fully charged and you give for the dolphin. The timing between and is kind of tight. When I'm tired and fatigued, I tend to pull off S, 2H instead of S, H2, and miss the combo. I can give a frame-by-frame commentary if needed. EDIT: Oh, yeah, there's two ways to do this combo: 1) 5S[2], 5H~8S <- what Free described above 2) 5S, 5H[2], 8S <- what I described here
  10. I still think 6P->SHD is harder than 6H->SVD...
  11. quick-and-dirty: ttp://ggxlol.highervoltage.net/sol/index.html overkill sprite collection: http://www.guiltygear.ru/download.php?lang=en§=sprites IIRC, GGXX-series sprites are designed around a 256px * 256px tile; to get any higher resolution than these links would mean hand-drawing [vector graphics over the bitmaps].
  12. And oldie but goodie from the days of XX: PKS~H. You want to go for something that feels like IK-mode (PKSH) with a marginally lagging (1 frame!) H. That way, the game sees PKS and H as distinct, yielding a j.H immediately after FRC. It's an input that if done on the ground, you will get the IK-mode change -- but in the air, you can't change to IK mode (so you don't need to worry about accidentally changing modes there). If you can do the 2H FDC, you can do this timing. The basic approach is to try replacing the FRC input with IK-mode input. You'll still get the FRC, plus an extra attack right out of the FRC. If the H is the last in the IK-mode "key chord", that's the attack that comes out of FRC. Start off with using PKSH for FRC, and see if anything interesting happens as a result. When you can regularly FRC with PKSH, start lagging on the H by a teensy weensy amount, and see if that gets you a j.H right out of FRC.
  13. Is this supposed to be me?...
  14. I personally prefer j.D x 2 for ID combo, instead of j.H x 2, for the following reasons: Stun multiplier is 1.75 (vs 1.00 for j.H)is faster coming out at 10 frames (12 for j.H), giving you 9 frames of leniency (29 - 2x10) instead of 5 for j.H x 2 (29 - 2x12).knocks down the guard balance less, so that later hits in the combo do slightly more damage than with j.H x 2.something about j.D being JC-able and j.H not, but I can't think how to put that into perspective...
  15. A pseudo-option select I fall back to once in a while is 66, 6321[P+S], 4K(+P+S). Most intermediate players are aware of the Dash Brake technique -- but if you hold the FD, you'll keep sliding, and closing the OHK distance. The idea is to slide into OHK range safely with FD, then go straight into OHK out of FD; and if you're attacked, you block safely before OHK can come out. It's not a "true" Option Select, as there is no ambiguous input that magically gives you one of many outcomes in a particular frame (OHK has 5F startup, that's 5 frames you can get hit), but on a human reaction scale, it comes close. And, no, FD+H (hold FD, hit H) does not yield throw. Another variation I use is 66, 6321[P+K], 4 release K -- FD to OHK utilizing Negative Edge. It involves less finger-yoga for the same effect. Using it once in a blue moon tends to work wonders: if you see your opponent running at you at top speed then suddenly crouch-blocking FD while sliding to a full stop for no readily apparent reason, the last thought to cross your mind is "oh snap, I'm about to be gang-raped by a loli pirate and her Sea World friends!"
  16. Posting useful stuff would be more helpful. Like interesting quirks, missile tricks, Slashback setups, what not to do, funny useless combos, or whatever. Personally for me, I haven't played GG for a week, so I got nothing new.
  17. Alright, I'll bite :blue: Why like May: She is with dolphins. Favorite thing about May: Dolphins. Most abusable attack: Dolphins. Cutest sprite: Dolphins in flight (see my avatar at left). Although her mid-6P (active frame) sprite comes close (clenched eyelids). If it weren't for the dolphins, I'd be pissed annoyed at her overbearing cutesy factor.
  18. RE: 6H FRC The only 6H FRC I can hit reliably is lvl 3. I'm weird like that. Although one time I saw Stormlocke pull off an oki lvl 1 exhaust FRC jump crossup ftw. I don't even know how that's possible, but he did do it. RE: favorite thing about RO 5H FRC. That's the only reason. Accordingly, I hate EX Robo-Ky (as in the console-only alternate version).
  19. That's pretty much the kernel of it, yeah. Although it's more like a web or a tangle than a straight chain :grin: It's a little limiting on the creative artistic expression side of things, but it gets the common-case stuff out of the way. I like to think of it as my own little set of idiosyncrasies :razz:
  20. I remember one time coming across a page in a language I didn't know talking about that orca; and after letting the babelfish digest it, the impression I got from the page was something along the lines of May was an abusive mistress and an animal abuser. Although, in my opinion (or imagination...), the orca already had those injuries when it was adopted/recruited. Except that if you look at the scars in just the right way, they almost spell "MAY", as if it were deliberate...
  21. I choose a chain of tools: kino: nonlinear video editor -- video-dumping, nonlinear editing, typical video/audio effects, simple title cardsImagemagick: image toolbox -- more complex title cards. not evident in either of my May vids above, but used for the opening Producer's credit in the video of the first FFA Ranbat.ffmpeg: video transcoder -- video-izing the complex title cards, playback testing Blender: 3D graphics suite -- more complicated animation sequences. I did this for the "COUNTERPOINT"-text animation effect). ffmpeg2theora: theora encoder -- generating the Ogg Theora streams/files. mkvtoolnix, mmg: Matroska utilities/multiplexer and GUI frontend -- generating the Matroska format videos. xine, vlc, mplayer, ffmpeg: video players -- post-transcoding playback, visual testing. It may seem overwhelmingly complicated, but I'm a command-line buff, and most of my common effects are scripted (e.g. the closing "signature" title cards -- they've all been generated fresh each time programmatically, no re-editing of old ones). It has the pleasant side-effect that I go through a short burst of mad typing, run a script, and a directory fills with splice-friendly video clips in one pass (fire-and-forget style). Furthermore, I can erase the clips whenever and free up space, since they can be regenerated byte-for-byte identically from text-based scripts at any time. Also, I follow along on the affairs of legislation on software copyrights and patents. It's one of the reasons I'm steering clear of flv, any non-ancient MPEG codec, wmv, and so on. Most of the video codecs are patent-encumbered. I can go on a mild rant on this, but my attitude can be summarized as "yeah, they may not care about you using it for personal use, but when you transfer those personal-use skills to a professional job, it stops being 'personal use' and things get hairy." I aim to get a head start on steering clear of the hairiness. Not it. I only got recording to work about two weeks ago, when I learned how to set my camcorder to record from TV through its AV ports (and I lost my AGP vidcap card many many months ago, long before I got a PS2). It's a Sony camcorder with one IEEE 1394 ("Firewire") port through which the transfer from tape to computer is done via kino. It's a little more troublesome than just simply having a vid-cap card, but my computer wasn't built to handle the ginormous amount of data flow required of video capturing+editing (I was on a tight budget building it). Also, I get an automatic tape backup (literally ) in the process. It's based on a mythological name I came across in middle school (aka Jr. High). Yes, I was really really young then. No, I don't know why it stuck in my head. I'm not keen on max-charging the 6H except as OHK followup or an oki. :razz: Now, this, I like . Except for the max-charge thing, but the more the dolphins, the merrier :grin:
  22. Stick fixed. A random fluke replicating this combo led to this other combo: http://depositfiles.com/files/1918532 (mirror 1) http://www.gigasize.com/get.php?d=8swnox5qkwb (mirror 2) And because it was so short, the high-quality version is only 34MB. http://depositfiles.com/files/1918705 (mirror 1) http://www.divshare.com/download/2159889-bbe (mirror 2) For those having trouble playing the Ogg Theora video codec, the combo is midscreen MA vs PO: 6H, RR, FRC, j.H, land, 6H, H.VD (cross-under), FRC, land, 6H, S.VD, land, 5P, H.HD FB, 6H, H.VD, land, Jackhound, 6[H] (full charge). Note that this (a) takes 100% tension, and (b) has five 6H in it. Damage is only 278 (66.2%), though. Stupid 5P damage buffering.
  23. To add to that, practicing w/ Potemkin is also a nice way to practice May's 6P/6H -> H.Dolphin/FB cancel: PO's 6H -> Hammerfall ([4]6H). PO 6H is 18-frame startup, compared to (uncharged) MA 6H/6P (same startup both). If you can get PO 6H->Hammerfall easily, you just need to do it 3 frames faster for MA 6P->H.Dolphin. P.S. anyone else read Venom's "Carcass Raid" as "necrophilia"? Maybe it's just me.
  24. I have seen the power of full-tension 90%-heat RO hitting crouch opp { 5K 5K 5K 5K Bazooka } x 5, and... and... *faint*
  25. My stick broke Well, actually, the cord that the stick is connected to. All I need to do is locate where the wire broke, open up the insulation, and jumper/solder the break. The hard part is locating the break. And 6H full charge on Pot? Just dizzy him :razz:. (Whaddaya mean you can't stun him ??)
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