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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. Teyah - Millia looked good. Just one extra tip: watch for spacing issues. Seems like a lot of your stuff wasn't spaced properly, although that's not really a big deal for me to go and fix. I use Spaces instead of tabs (Tabs are hideous) and use 2 for each indent, although it's not a problem if you use Tabs since I can convert them pretty easy. Consistency is the key, because if it's consistent then I can just macro it to clean it up. Also when you saved the HTML, it got that annoying 'pairing' thing where it writes all of the data to the millia_files folder and then changes all of the HTML to point to that instead of where it should. So if you've got to save HTML, you should use 'View Source' and just copy and paste instead, in the future. HellMonkey - Same thing about formatting and spaces and all that. Your stuff looks good, but I'm guessing you don't have any idea about those Force Breaks? Edit: Please Select Your Character: http://www.dustloop.com/data/ac/select.html
  2. I don't think so. There is a generic Kanji for when a move can gattling cancel (which I just replace with 'G'), but that's about it. There's a lot of info that isn't in there all the time. There's also random shit like Pote's 5P which you can cancel even if it wiffs. :x And yeah, the proper way to edit these templates is to open up a text editor and fill it in like that. I recommend jEdit if you don't already have a decent editor. The reason you shouldn't use the "html editor" programs is because they massively bloat up files with pointless junk that doesn't do anything. I have no idea why HTML editors are so awful, even today.
  3. Your rant is noted. I don't really use Frame Data much anymore these days, but I do think it can be helpful at times. I'm not in any rush to get this stuff done and don't expect people to rush out and do it as fast as they can. Since I seem to be the only person on Dustloop who knows any HTML/CSS, I'll probably be doing all of the HTML charts myself anyway, which isn't exactly something that's all that fun to do. I'm sorry to tell you this, but whatever horrible, horrible tool you used to create that managed to completely fuck up the HTML in it, and it's completely unreadable or unusable at this point. I can probably copy it by hand if I had to though. The translation work is appreciated though.
  4. Yeah Move Names are going in there later. This of course means that when people translate stuff, they need to list the move AND the command. I don't know how to do a lot of the shit that is in this list.
  5. Can you link me to an old translated frame data page? Updated the Axl framedata page again, made some changes to the colors/layout. It matches the forum now (more or less).
  6. Okay, this is basically what it's going to look like: http://www.dustloop.com/data/ac/axl.html Comments/Suggestions/Etc ? I could use some translations on the stuff that is all ??? on general stuff (like the weird kanji on the startup/recovery and such). For those who want to do their own for their character: http://www.dustloop.com/data/ac/chara.html Otherwise, paste your translations here or I guess you can PM/Email/IM me.
  7. http://www.dustloop.com/data/ac/axl.html Main concern right now is if the Guard and Cancel columns are going to be readable. Yes it's mostly broken, it's just a sample. Edit: Axl slightly more completed now.
  8. Someone get this translated so I can put it up in HTML.
  9. 30F is what I heard from another person too. I hadn't heard all of the other details on it though. A lot of the retarded stuff in this game can be escaped by knowing when and where to IB. FD Jump also helps a lot too.
  10. It's very similar at a high level but the internal mechanics are all very different. HnK you have the 3 boost bars but they fill up more like traditional meters. The way they drain is also pretty complicated... a standard boost uses up a fraction of bar, but causes the rest of the bar to begin draining. So you can actually boost 2 or 3 times for the cost of 1 boost meter if you have a full bar to begin with. There are also lots of other little things like you will get a free full bar if you have less than 1 and you connect with a CD attack. So in HnK you are building up bar, where as in Arcana you are spending and waiting for it to return. You also get a LOT more bar in Arcana, as it is constantly refilling and doing so quite quickly Both games are similar in that the bars will take a while to refill after you use one. I believe in Arcana, however, your bars will not naturally refill while in a combo. Also, the HnK boost can be applied to any part of a move. You can boost the startup of a move to extend the range of it, you can boost the active frames, or you can boost the recovery to cancel the move. Some moves also gain different properties when they are boosted (like Kenshiro's 623C when boosted during the active frames of the 3rd hit will allow you to do ground moves in the air). Boosting also is strange in that it can cancel hitpause. It's kind of like moving during Super Flash in guilty gear... you are basically moving while the other person is frozen. Because of this, is becomes possible to connect certain moves from other moves where it would normally not be possible. Easy example of this is Souther comboing 236C into CD. To make up some numbers, 236C might put on 15F of hit stun, but CD has 20F of start. If the game has 8F of hitpause, you can boost during hitpause to make up this difference and connect the move. What this means is that boosting can become very timing sensitive, since you no longer have the luxury of hitpause to give you a massive buffer zone like you have in GG or almost any other fighting game. Boost also doesn't let you 'home' on people like you can in Arcana. The direction of the boost is always 'Forward' on the ground. In the air, the boost direction depends on your current velocity. If you are moving upwards, Boost tends to send you upwards or forwards. If you are moving downwards or standing still, the boost will send you down toward the ground rapidly. In contrast, Evasive techniques are not done with Boost in HnK. Boost is used entirely for boosting, and that's it. The Aura bar (super meter) is used for Aura Guard (faultless defense) and for the guard cancel. Personally I think Arcana's meters are a little smarter, although I vastly prefer the way Boosting works in comparison to Homing Cancel. I also don't like the back-hop guard cancel mechanic in Arcana although I like the idea of having a quickly refilling bar for defensive options. For other comparisons, Arcana I believe has similar unblockable strikes as HnK, although I won't comment because I don't know exactly how they work (feel free to fill me in). In Hokuto, there is the AB unblockable strike which is strickly unblockable and you must shake out of it to avoid further hits (inescapable if the attacker boosts). There is also the blowback CD attack which has too modes... the normal version is fast and will knock the other person into a wall-bounce state on hit, but is blockable. Charging CD will make the move cause a 'ground slide' effect on hit, which is also possible to shake out of (again, if the attacker boosts this is effectively inescapable). Both versions will only knock off a star if you hit the wall, and each is considered a separate move for star counting purposes. Wallbounce in Hokuto is also a lot different. When you bounce someone, they enter a wallbounce 'state' where any hits will continue to bounce them. Each hit will increase the speed at which they fall and the distance you are pushed back, however there is a cap on both (leading to lots of infinites). I don't believe you can ever tech a wallbounce. There are also lots of glitches regarding de-bouncing and re-bouncing. I'm fairly sure that Arcana just has a standard Wall Slam effect where you receive extra hitstun because you were slammed, no wacky extra physics involved.
  11. I liked that Meifang combo where she wallslams and then does like 4-5 more wall slams, it's just like HnK.
  12. Hard to tell at this point. Right now it's not really that bad, but some characters are just totally brainlessly easy to win with and some are retarded and hard to do anything with. In the future the game will probably be full of 80%+ combos so i will probably even out much like Hokuto no Ken did.
  13. Kira is fucking rigged but I'd still rather see more people use her than the boring characters.
  14. Pote being more difficult = good Pote being having more consistent damage = good Pote having somewhat lower max damage potential = good This is if you ask me though. One of my problems with him was the fact that you'd do something like land a mid screen PB with full tension and not be able to do anything with it. Sol lands a command throw on you at mid screen with full tension and you are gonna lose a lot of life.
  15. Have you tried doing it 8632146 instead? Thanks for the combos, he actually sounds pretty interesting in the next game.
  16. I wish I knew, I sort of knew at one point but I haven't been watching this game for a while. Once the console version hits I'll be able to re-remember all of it.
  17. What about something like... PB FRC, 5H Giganter, 6P > jc.P K jc.PB ?
  18. That supports my theory that this game is insanely inconsistent and random.
  19. Hrm. Behavior of air PB sounds a lot like that of Heat or HPB. Will not throw the startup of a burst, but will throw the recovery. Not really a throw so much as an unblockable special attack I guess.
  20. The trick is to roll the P so you break instantly as the hammerfall comes out. I find the best way to do that is to delay hitting HS until right after hit pause is over and roll to P like you would option select. You can practice it with anything, even at midscreen just doing a HF Break to move forward after a blocked HS or whatever. If you do it right, it looks like you just did a stopy with no hammerfall.
  21. Yeah sorry I was going based on the game's timer and not real time. Odds are it might be an activation safe combo (in other words, if they choose to activate at any time during it, Kira is safe and can get an additional free combo), or the player just wanted to see how long the combo could possibly go for.
  22. Yup, that's the one. I might point out that that combo was roughly 34 seconds long. Thirty Four seconds of your life down the drain because you got TAPPED by something random at mid screen. This truly is Hokuto no Ken with lolis instead of big beefy dudes.
  23. xx is a cancel, which is some retarded notation that came from Capcom fighters. We don't use it in GG because it's totally unnecessary and would be a complete mess if we did. IIRC is If I Recall Correctly and IIRC we've answered that question in this thread before, which is weird.
  24. You better get used to 'doing a pretty annoying loop' because it's going to be the story of this game's combo system. :/
  25. No, Dust homing jump is just 'up', where as super jump is 'down up'. They also aren't really the same thing at all, since homing jump gives the property of giving all normals jump cancels for X number of frames. Homing jump also still gives you your extra double jump once the homing part is over.
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