Jump to content
Dustloop Forums

Manta

Members
  • Posts

    1,187
  • Joined

  • Last visited

Everything posted by Manta

  1. 1. Burst guage raises dependant on damage as well as a steady increase over time, with the increase being more rapid the lower your health state is. 2. Jam's parry is performed by inputting 46 a few frames before a move hits (Including projectiles), Jam recieves no damage nor pushback, and may cancel the parry animation into anything. As you'd expect, this technique is core to Jam play.
  2. Training mode + Max guard guage Find a move that you can combo into reasonably easiliy, 5H or something like that. look at the damage you deal. Start a combo with a move you suspect prorates and then follow the combo into that same 5H or whatever. Assuming the guard guage is still positive, that move is still doing raw damage. Compare the damage from both 5Hs.
  3. You can't have looked far: http://www.dustloop.com/forums/showthread.php?t=372
  4. It also doesn't take into account specific matchups. For example, in reload Slayer was very high up the tier class and Potemkin was fairly low down. However, when they played against each other the match was usually in Potemkin's favour.
  5. On top of the proration affecting stun, subsequent hits in combos have thier dizzy rating dimisnish as the combo goes along. So a single powerful hit at the start of a combo will be stunning way more than a chain of lighter hits.
  6. Jam's parry is an invaulable tool. You can think of it as an advanced instant block, so you can block a move with no pushback and immedeatly cancel into your counterattack while your opponent is still recovering. You can use this to stuff many pressure strings by making holes which otherwise don't exist. You can also be rather cheeky and combine its input with that of the orb or rush overdrives to get a free attack in.
  7. You can't have looked far: http://db.gamefaqs.com/console/ps2/file/guilty_gear_xx_reload_a.txt
  8. Like I said, May's IK has 90F active time in Slash (Up from 60F in #R, which is still a lot.)
  9. May's and Zappa's IKs are command throws. May's is significantly easier to hit with (90F of active time in slash) so they gave it half circle motions instead.
  10. RCs are essential, trust me, when you're learning them for the first time, you can be forgiven for not seeing their use. However, you have tension, and overdrives are simply nothing on the flexibility of an RC. For the same tension as an overdrive, you're often looking at: Being able to cancel moves safley when they land on block. Surprise your opponent with unexpected mixups when they thought they were safe. Capitalise on random pokes. Use really funky comboes which end in knockdowns. Maximise damage, because you have to take whatever damage you can get (horay for skew RC finishers!) I'm not saying don't use overdrives, because they often have very safe startups, but remember, when you use an RC, that tension will always being put to good use if used with skill. Not everyone's overdrives are worth it most of the time, and a few of them need to use their own FRCs to maximise their worth.
  11. FRC knackers tension gain down to 20% for five seconds, as does RC. FD does the same for 1 second. Negative penalty does the same for 10 seconds. IB increaes it by some amount for some length of time. Attacking seems to lower tension gain by about half for a second or so afterwards. I noticed this when Walking forwards after attacking, the tension builds slowly and then seems to double after a second of it.
  12. As in, #R had Gold Sol at 920, and then Super Gold Sol at 999. But the way its set out, if super gold sol is still at 999, then Gold Sol won't be in there at all.
  13. I'm assuiming that now there's 25 characters that there's no "normal gold" sol at the end, as it were, rather, you just get Super gold Sol.
  14. Yes that's what I mean Hatorri, and no, it isn't important, but this IS the stupid question thread.
  15. Does anyone know what the Slash Survival order is?
  16. One thing about the face up face down thing. It gives Dizzy a different time for face up and face down. But no matter how you knock her down, she ALWAYS goes face down.
  17. I find looking for a key frame to base the timing on,Examples being: Jam's throw is when she lands on her hands, Sol's Fafnir is on the first fram of the extended fist, is right on the sound effect, gunflame is just as his sword jolts slightly after he jams it in the ground, Riot stamp is the very moment he leaves the wall (also with helpful sound effect), Baiken's tatami is when it's bend around back the most and so on and so forth. This won't help you with all FRCs but it will it will give you a good starting point.
  18. Any time that is, if the move has actually hit.
  19. The FRC is after the activation, but you can use normal gatlings to combo off of it anyway.
  20. That's interesting. They always looked like throws to me. Yes, Normal air throws can be used as part of a combo. This was exemplified brilliantly in a showoff vid I saw "Crazy sunshine" where he demonstrated a robo-ky combo which had 3 air throws in it. As for counterhits, I believe that a move is CHable from the moment you finish the input until the last active frame. The red background thing may be because that the Code only checks if the dust actually hits to make the screen red, even if you're in the air. However, you generally only see it when its a proper dust launch as the red screen will only appear after the 'camera' moves up a certain height. So if you were knocked high enough while you were in the air, then you may have seen the red screen. This is just my theory.
  21. It wasn't made entirely clear in the post about throwing, but you can airthrow someone in hitstun (i.e. falling through the air). Anji's On and Potemkin's Heat knuckle are considered airthrows for the purposes of connecting.
  22. It also looks like Sol was FDing so that he didn't get hit by Anji's autoguard cancel. Which Anji didn't do, so he got a kick to the head instead.
  23. Seriously, what the giddy fuck is going on in that vid? that's all crazy buggy mental.
  24. Because they felt that their new fangled Dust button wasn't being used enough.
×
×
  • Create New...