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POscrub

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  1. Hi Redbeard I thought you might be interested in this ttp://zepp.fc2web.com/data.htm Tension Balance table (5th table down), shows the pulse modifier I think. So it ranges all the way from 25%, to 150%. Next table shows tension gain for normals is directly dependent on the attack level. Next one says that distance from opponent affects tension gain. 100% if within 500 pixels, 80% between 500-749, 60% for 750 and further. Last bit has the tension scaled to 20% for FDing, negative penalty, etc. But the bottom 3 on the list aren't there on gamecombos.
  2. Changed the connection system back to the way it was. Compared to pre 1.08, the lag is somewhat worse, so they're changing it back to the way it was. Shrugs. Wonder if that means KomagPHL can play again? Haha
  3. RisingStars: You should have a ggxx.old (it's a backup of the ggxx.exe before patching) in your #R directory. Delete the current ggxx.exe. Rename ggxx.old to ggxx.exe. Then run the patch. Things should run fine now.
  4. 040488: It's not so much "no more disconnects" as "Oh, at least I know it's a disconnect". Assuming their system works :P. -Lobby functionality has been changed back to what it was. (Ed note: see below?) (Bit of a guess) Continually pinging nodes that return NoRES or a similar response is a waste of CPU time. (guess: They changed the lobby so that it would continually ping everybody, rather than ignore unresponsive nodes. That's kinda silly, since repeatedly pinging something that probably wont' work is inefficient. So they changed it back) -Update the .dll
  5. -Fixed a bug with Ignore Mismatch Node -Synchronization check added Up until know, if there was a desync, the game would continue on as normal. However now, if there's desync, the game will instead display a "SYNC ERROR" message, before returning the players to the lobby after a set amount of time. -(Guessing here?) Added something to help with thread synchronization issues (game now sends a control word, for each frame or something, and if the two don't match, the game knows a desync has occurred) -Fixed a bug with the nodelist file -Replay now properly handles subdirectories (for those curious, if you had replays in subdirectories in the replay folder, they would simply be listed anyways with the subdirectory in front of their name, causing major clutter. Now you have to click into the directory to access. Makes it much easier to organize/view.)
  6. Basic Potemkin combos: Taken from the Potemkin Wiki ttp://www23.atwiki.jp/potemkin_ac/pages/23.html ============= Combos off 5K: ============= Note: BJP Air buster = Jump back Airbuster (so it travels forward). K2S2HSGiganter Easy to way to remember it is it works on everyone except for Bridget and the female characters (It works on A.B.A. though) 【SO、KY、JO、AB、VE、AX、PO、AN、RO、TE、CH、ED、ZA】 ※It's possible for this combo to fail against FA, so he's left off the list for now. K2S2HSHF break JPJKBJP Air Buster. Works on all of the above listed chars. K2S2HS(HB)BJP Air buster. Works on BA、JA、DI K2S2HS(HB)BHJ Air buster S2HSHeat knuckle. Works on SO、KY、TE、AX、BA、AB、PO、BL、SL、OR、RO ================= Combos off of 6K: ================= 6K2HSGiganter This list is unconfirmed, but it should work on the following characters. 【SO、KY、JO、VE、AX、PO、AN、RO、FA、TE、CH、ED、ZA】 6KHammerfall (FRC)c.S2HSHeat Knuckle Should work on everyone except Millia (unconfirmed). 6KHammerfall (FRC)2HS(Hammerfall break)Air Buster 【 Confirmed to work on everyone, see Ryuu's thread 】 ==================== Combos off anti-air 6P: ==================== In Slash, the standard combo off AA 6P when you had no tension went something like this: 6PJHS6PHeat Knuckle However, because 6P was slowed down in AC, attempting to 6P after the j. HS will result in a black Beat counter. So... 【0% 】6PHeat Knuckle 【25%】6PJPxnJKBJP Air Buster 【50%】6Psomething that goes into Giganter These combos are about right, subject to minor variation. ==================== Combos off Slide Head: ==================== Slide Head 2Kf.S2SHeat Knuckle. JA、MI、DI、BL、JO、KY、RO、AN、BA、IN Slide Head HF breakGiganterWalk a bit S Heat Knuckle If you recently did an RC or something that affects tension gain so you can't do the 【Giganter loop (?)】 (since the Heat won't build back enough meter) Slide Hame HF break 6KGiganter + Bullet 5K 2HS DI、SL(others unconfirmed) (get to this one later) Slide Head sj. SSf.SHeat Knuckle BA、DI、SL Slide Head sj. S6PGiganter FA、BA ==================== Off a CH Judge Gauntlet ==================== Judge Gauntlet (CH)2S Heat Knuckle MA、JA On Jam, when close, it's confirmed it's possible to do f. S Heat Knuckle. Makes you wonder if it's possible with strict timing to do S2SHeat Knuckle? If they float up high enough from the Judge CH, it might be possible to do this on characters with a long horizontal hitbox? This combo seems like it should work on other lightweight characters, but confirmation is required. =================================================== Basic combos off Potbuster FRC plus some character specific stuff: =================================================== Thanks to Abegen (Ed note: For us, it's MikeZ!) for finding the following information. FJC=Forward jump cancel BJC=Back jump cancel VJC=Neutral jump cancel. FJC air buster moves backwards. BJC air buster moves forwards. VJC air buster goes straight up and down. So clearly, BJC Air buster is the best. ■Potemkin Buster (ground)■ 【Midscreen】 Potbuster (FRC)2S xx Heat Knuckle SO、ED、TE ※(Sadly, this is the best that's been found so far for these characters, cuz of their weird falling hitbox. Timestamp: 2007/1/29) 【Midscreen】Potbuster (FRC)f.S2SHeat Knuckle PO、SL、JO、AN、FA、MI、JA、DI、MA、BA、BR 【Midscreen】Potbuster (FRC)2S2HSHeat Knuckle PO、RO(※1)、AB(※1)、KY(※3)、VE(※1/※4)、OR(※3) AX、ZA、CH、IN、MA(※2/※3)、BR(※2/※3) ※1 You need to hit with the 2S as soon as possible (just frame). ※2 You must wait a bit before pressing 2S. ※3 You need to delay cancelling into the 2HS a bit (do it by feel) ※4 You need to wait for the full vacuum effect from the 2S to take place before 2HS can connect. 【Midscreen】Potbuster (FRC) >Hammerfall (FRC)Giganter + follow-up AX (Ed note: Because everyone hates Axl.) If you want the latest in character specific combos off of Potbuster FRC's, please visit Kain's site, Zeep. ZEEP I> 【ttp://zepp.fc2web.com/】 ====== Omake: ====== Supers that Judge Gauntlet can autoguard through: Johnny's "That's My Name" Faust Scalpel Super. Whether this holds true for the Slash version of Judge Gauntlet or not remains to be seen. Weird thing you can flick: Johnny's Mist finer. People who have backdashes that can be caught by Heat Knuckle: SO、OR、IN、VE、DI、ED、CH、JO Air Potbuster apparently has some from of invincibility to air throws (exact amount of invincibility pending further study). So if you suspect someone will attempt an air throw, you can counter with an air Buster. People whose backdashes you can grab with Air buster: SO、OR、IN、VE、DI、ED、CH、JO (ED note: Why does this matter? Well, backdashes have traditionally been the best way to escape from an Angry Potemkin . Used to be sometimes the best thing you could do was 6H them for trying, if you had advantage, you could gatling before they could attempt the BD. Getting hit by an Air PB can lead to some serious damage...I would rank the usefulness of this to be something like aiming for CH 2HS. Don't expect to hit it often, but if you do get it, it may turn the tide or end a match)
  7. Robo-Ky: (Fixed normals row colours) http://www.sendspace.com/file/m8k80z Congratulations to everyone who helped out, in no particular order. Alt, Hellmonkey, Teyah, Redbeard, Cola, RoboBOBR, Akira, Darkzero, Hate, Nehle, Tritone/Akane, rtl42, Titanium Beast, Biologin, Shinquickman, PhaethonH,Baglunch, Jais, G. Blood, jin[kr], Hmr.ks, and anyone else I may have missed. I guess G. Blood could update the first page to be like, all done, needs proof reading now. Or something, hehe. With all the basic notes and html up now, I'll probably be taking my leave from this topic now. There's still lots of silly errors to fix, typos, etc. But I think I've already put in a little too much time into this, there's a couple other things that've been left on the backburner because of it. And it's about time I got around to those things .
  8. Hi rtl42 Remember the page we got the Slash data from? ttp://f32.aaa.livedoor.jp/~kosugi/guiltyslash/slayer.html -Undertow comment: The Slash note says that effect was on CH (untechable time of the ground bounce 66/46). The Mook simply lists it as knockdown (i.e. completely untechable). Who to believe? Undertow hasn't changed since Slash, for all intents and purposes, 66/46F of untechable is good enough to knockdown. However, if you go into training mode and crank the guard bar all the way down, it's possible to generate techs, or maybe you CH something a bit high up in the air. At least that's my reading of it. It depends on how deep you wanna go, or how exact you want to be. I'll bet the AC guys just ran a simple test, found they couldn't tech it, and slapped an untechable tag on it. -Dead on Time: Yeah, Mook just didn't have enough space to list everything . Since you're a Slayer player, I'm sure you noticed that on block now, it's a ton safer since Slayer now goes through the opponent, instead of hanging around in front of them waiting to get beat. Definitely worthy of a *Not in Mook* note. -Eien no Tsubasa: Again, these values came from the Slash page. Whether something is completely untechable (= knockdown), or just is untechable for a really long time. -Chokkagata Dandy: Again, Slash data. You can tell they kinda skimped on the backfire stuff :D. I really wonder which is the right wallbounce value now though... that bears worth investigating... maybe -IK: On trade? Loltastic information! Time to make some more bug videos! Summary: They're lazy, and wanted to fit everything onto one page :D. Additional details can be fun, go ahead and put'em on if you want. General note to everyone. Since all the pages are up now. If you see any typos, errors, that sort of thing. Go ahead and make the change, and upload it onto sendspace, filefront, your own personal webpage, whatever!
  9. Somewhat of a guess, but Judge gauntlet, Hammerfall, normal Danzai, and FB Danzai all have the samish kinda autoguard. In #R, Potemkin could hammerfall through a Dog bite. A.B.A.'s normal Danzai has the same kind of autoguard, so she should be ble to go throuhg Dog Bite. FB Danzai has the same kind of autoguard, but for an unlisted # of hits (There probably isn't a normal you can mash fast enough to hit the limit before the move triggers naturally). So theoretically, FB Danzai should autoguard the Dog and Zappa fairly easily.
  10. From the old ggxx gamecombos site: "There are three main penalty categories. FD, RC / DAA, and Negative Penalty (explained below). After using FD, your Tension will increase at 20% of it's normal speed for 1 full second after the FD stops. When a Roman Cancel or Dead Angle Attack is used, your Tension will increase at 20% of it's normal speed for 4 full seconds. When Negative Penalty is incurred, your Tension will increase at 20% of it's normal speed for a full 10 seconds... ow!" The amount IB increases tension gain by was listed as unknown. So all the actions that slowdown tension gain, do so at the same rate, but the different duration lengths is what makes the real difference. I don't know about multiplies on offense. I always assumed that moves built a flat amount of tension, every frame of walking/dashing forward builds a certain amount of tension per frame, the act of jumping forward earns you a fixed amount of tension at the start of the jump, same for air dashes I believe. Then again, I play Potemkin. So not like I'd know diddly about gaining a bonus for long dashes and stuff.
  11. I'm guessing the "Shaking" thing is the additional 24 frames of recovery added to the follow-up versions of Inu Kougeki moves. If so, the Dog is invincible during those 24 frames, according to the Mook. Dog recovery for follow-up moves is listed as "till landing +24". So you can tag the Dog if it hasn't touched the ground yet, but once it does, too slow.
  12. Ichirui (AN) vs Tsujikawa (SL) Ouch, 2 hit DHD by Slayer. Kazu (JA) vs Tama (MA) Dogura (RO) vs MDR (ED) Doubt (SL) vs Tsujikawa (SL) Woshige (MI) vs Miyako (DI) Tsujikawa (SL) vs Miyako (DI) Woshige (MI) vs Doubt (SL) Not on video: -N-otoko gets taken out by MDR (Eddie), MDR in turn loses to Miyako (Dizzy). -P.C. (Sol) got taken out by Tsujikawa (Slayer) in quarter-finals. -R.F. (Faust) loses a Faust mirror match (Defure). -D.C. (Johnny), N-Otoko (Venom), Tsujikawa (Slayer) were all in the same pool. (Tsujikawa actually won his pool, lol.) -Kedako (May player who won a few weeks back) gets taken out by Woshige (Millia).
  13. In terms of getting something up for people to look at and basic translation, we're pretty much done. Zappa, Faust, A.B.A., and Bridget are all on my hard drive, and will be posted at a later date. Zappa is pretty much "translated", except for a couple lines of the P,K,S version of his Sono Mama Kaette Konaide Kudasai. To be honest, I could make something up, and no one would be none the wiser (Want an example? See the Dizzy notes :D). But eh, it'll wait. However, to make this stuff actually useful, it's gonna take a whole lot more. Things that still need to be done: -General proofreading: Not only are there typos and stuff in both the notes and the numbers in the tables, the translations themselves in general need to be cleaned up. Grouping together all like and like notes (i.e. invincibility, hit effects,), using line breaks to keep things legible, and standardizing the notation used. I can't believe I ended up writing out (untechable for XX frames) instead of just (60) or something, and explained it in the companion. But meh. -The current data needs to be updated with the errata listed on the webpage. I'll post up a partial list of changes sometime. -Writing a little companion, to more fully explain the effects. This goes hand in hand with standardizing things. Plus the notation in the mook is sometimes a bit odd. Like the mook lists some moves as "Floats and downs the opponent", to us, this would be the same as saying "untechable float". -Most of the more difficult notes, NEED to be checked. Simple stuff like invincibility, airborne, etc. is fine. But pretty much anything else is guess work on my part. I'd strongly suggest you guys get someone who's actually fluent to check it over.
  14. RoboBOBR: They put it in the wrong column. It's supposed to be in the recovery column, not the SD column. And, good work :D
  15. Out of curiosity Does it matter much, that Raoh's 5HS now hits low?
  16. Hmmm... Apparently for some reason Today, Dustloop does not like me pasting in the stuff. No idea why. Gonna attach it instead.
  17. Darkness Anthem Followup K-version (downwards) has OTG launch properties. Zappa's 5HS does not have slide effect, it's a normal knockdown. 5HS -> Darkness Anthem -> K follow-up requires a CH HS for some characters, but will work with a non-CH HS on other characters. Taken from the Zappa wiki.
  18. Yup, that's right, new Darkness Anthem picks them off the ground. And it's not listed in the mook. Or the errata. Maybe the people who wrote the mook, don't use Zappa either... So who wants to help out checking the notes and seeing what's missing?
  19. G. Blood: Completed Bridget and ABA are on my hard drive. Not posted publicly yet.
  20. It's Raoh's 6HS that causes the slide down you can launch from. Not 5HS. Which is why Zeero couldn't get the combo to work.
  21. Rinsuku: Anji is indeed up, the K autoguard move is missing it's motion and name, and some other minor stuff (needs to be updated with the mook errata), but at least it's up. See the link below, dustloop translation page. Munkalicious: Bzzt, wrong. Try again. To update the first post. Dustloop translation page: http://www.dustloop.com/data/ac/select.html Character Template: http://www.dustloop.com/data/ac/chara.html Progress: ABA Frame Data 1, ABA Frame Data 2 - Done Anji Frame Data - Done (minor errors, typos, and mook errata) Axl Frame Data - Done Baiken Frame Data - Done Bridget Frame Data - Done (needs proofing) Chipp Frame Data - Done (needs proofing/minor fixes & checks) Dizzy Frame Data - Done (needs proofing, fish note needs fixing) Dizzy Moves Breakdown and Combo Flowchart Eddie Frame Data - Done (needs proofing) Faust Frame Data - Translation complete I-No Frame Data - Done (needs proofing) Jam Frame Data - Done (needs proofing/checks) Johnny Frame Data - Done (needs more FURAI AWAY and bellowing) Ky Frame Data - Done (needs proofing) May Frame Data - Done (needs proofing) Millia Frame Data - Done (needs proofing/errata update) Order Sol Frame Data - Done (needs proofing) Potemkin Frame Data - Done (needs proofing/minor fixes) Robo-Ky Frame Data - Done (needs proofing) Slayer Frame Data - Done (proofed, corrections to cancels and stuff) Sol Frame Data - Translation complete (RoboBOBR working on inserts) Testament Frame Data - Done (needs proofing, update with errata) Venom Frame Data - Done (proofing/updated *2 note required) Zappa Frame Data 1, Zappa Frame Data 2 - Translation nearly complete System Frame Data - Done
  22. For the config: For both keyboard and Joystick tabs (tabs 2&3) In order from top to bottom, left to right. 1st column: up: down: left: right: circle: X: Triangle: Square: 2nd column: L1: L2: R1: R2: alternate up: alternate down: alternate left: alternate right: 3rd column: Select: Start:
  23. Huh? Don't tell me you don't have a macro for PKS... :D just press forward and your RC button = DAA get on IRC so I can talk to you next time, loool
  24. LOL, what you talking about? You were winning games too man, early on, you definitely coulda taken some of those games, if you didn't get hit by silly stuff. Couple rounds I made silly comebacks by relying on lagbuster cheeze to win. In several cases, you could've just DAA'd to get some space, and win the round. Seriously though, your getting much better at avoiding silly pot cheese. Most of your pool balls are making it thru unreflected, you're not getting hit by 2HS, hammerfall, and a lot of slide heads are whififng. You're escaping a fair number of potbuster setups, better at air to air with venom, and you've found a good setup to lay down your dark angel. You're also starting to make some good prediction plays. Run up throw at the start of the round works on me you know :D. Start baiting my burst and DAA for Dark angels, pick up some more free damage off antiairs. Just a little more to tip the balance.
  25. GG cola Definite improvement, pressure strings are much tighter, no freebie escapes :D. This time you end it with a win! Way to go man Next time, it's TRAP abuse time! If you watch the replays, when you were backed up in the corner. You started prepping IAD something after a Pot 5HS, cuz you expect the slidehead. If I have you cornered, if you watch the replays, a lot of the time I did something like 5K, S, H, buffer heavenly potbuster. When you go up, I tap the button to grab you. On the other hand, you were punishing a lot of slide heads, and very few hammerfalls got through today. Good stuff. Did a good job of working the high/low game, tiger knee'd mad struggles are so much fun aren't they? lol Btw, cuz we got disconned. I activated IK mode, cuz I wanted you to IK me. That way we can quickly get back to the same # of rounds won.
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