qwerty Report post Posted March 5, 2010 every version of guilty gear from x on can do progressive scan at 60hz Share this post Link to post Share on other sites
Zerite Report post Posted March 8, 2010 How are the changes coming? Any word on how slashback works frame wise? Share this post Link to post Share on other sites
Digital Watches Report post Posted March 8, 2010 IIRC SB is active for like 2 frames, and it gets you down to like 2-4F of blockstun, regardless of move level? Something like that. Share this post Link to post Share on other sites
rtl42 Report post Posted March 9, 2010 i sure hope you're not expecting frame data for ex characters, because not even veteru can be assed to figure that out. what's there to figure out? it's in the complete guide, so if someone really wants me to, i'll scan the pages and email them. (now that i finally have a scanner and can do this sort of thing) Actually, looking at it now, this information may be incorrect like it warns on the page... it doesn't really make sense if you look at Slayer's frame data, since most of his combos are links and for his K-K-K-236(9)p combo I certainly do not have 15 frames that I could press kick in at any time and have them combo together... I'm very confused... Is the hit stop time eating most of these frames? In slayer's case it would have no effect on that combo then, and it would be a regular 3 frame link. Does the SD information already include the level mechanic effects? did you read the comments for 5K? "17F of hitstun on standing hit." So at worst, if you hit on the 1st active frame, 5K-5K is a 2 frame link. (2 remaining active frames + 8 recovery frames = 10 frames, subtracted from 17 frames of hitstun gives you 7 frames to work with, and 5K goes active on frame 6.) and at best, if you hit on the last active frame, it's a 4 frame link. ----------------------------------------------------- this is the "official" explanation from the guide that i have: Slashback (some overlap with the guide, and some is "obvious") basic mechanisms - expends 2% Tension (can be performed even if there's only 1%, however). - cannot be performed for the first 10 frames on wake-up. - if you receive an attack within 2 frames of inputting, you'll successfully slashback. - for the 15 frames (success) / 30 frames (fail) following a successful/failed slashback, you cannot guard except slashback; however, this includes hitstop time. - failed SB has a recovery of 6 frames. effects of a successful SB - regardless of the attack level of the incoming attack, ground hitstun is 3 frames, air hitstun is 1 frame. - guard balance does not increase. - you do not suffer chip damage. - tension gauge and tension balance ("pulse") increase [no amount specified]. - reduces knockback on guard [no numbers mentioned]. - for the following 30 frames, the input window of any SB is extended to 4 frames. Share this post Link to post Share on other sites
faultydefense Report post Posted March 9, 2010 Slashback (some overlap with the guide, and some is "obvious") basic mechanisms - expends 2% Tension (can be performed even if there's only 1%, however). - cannot be performed for the first 10 frames on wake-up. - if you receive an attack within 2 frames of inputting, you'll successfully slashback. - for the 15 frames (success) / 30 frames (fail) following a successful/failed slashback, you cannot guard except slashback; however, this includes hitstop time. - failed SB has a recovery of 6 frames. effects of a successful SB - regardless of the attack level of the incoming attack, ground hitstun is 3 frames, air hitstun is 1 frame. - guard balance does not increase. - you do not suffer chip damage. - tension gauge and tension balance ("pulse") increase [no amount specified]. - reduces knockback on guard [no numbers mentioned]. - for the following 30 frames, the input window of any SB is extended to 4 frames. see, this thread works i already learned some shit Share this post Link to post Share on other sites
Zerite Report post Posted March 15, 2010 what's there to figure out? it's in the complete guide, so if someone really wants me to, i'll scan the pages and email them. (now that i finally have a scanner and can do this sort of thing) did you read the comments for 5K? "17F of hitstun on standing hit." So at worst, if you hit on the 1st active frame, 5K-5K is a 2 frame link. (2 remaining active frames + 8 recovery frames = 10 frames, subtracted from 17 frames of hitstun gives you 7 frames to work with, and 5K goes active on frame 6.) and at best, if you hit on the last active frame, it's a 4 frame link. ----------------------------------------------------- this is the "official" explanation from the guide that i have: Slashback (some overlap with the guide, and some is "obvious") basic mechanisms - expends 2% Tension (can be performed even if there's only 1%, however). - cannot be performed for the first 10 frames on wake-up. - if you receive an attack within 2 frames of inputting, you'll successfully slashback. - for the 15 frames (success) / 30 frames (fail) following a successful/failed slashback, you cannot guard except slashback; however, this includes hitstop time. - failed SB has a recovery of 6 frames. effects of a successful SB - regardless of the attack level of the incoming attack, ground hitstun is 3 frames, air hitstun is 1 frame. - guard balance does not increase. - you do not suffer chip damage. - tension gauge and tension balance ("pulse") increase [no amount specified]. - reduces knockback on guard [no numbers mentioned]. - for the following 30 frames, the input window of any SB is extended to 4 frames. I just... jizzed all over myself. UN GHHHHH Share this post Link to post Share on other sites
Honnou Report post Posted March 18, 2010 Yeah, that SB info is new to me too. LOL... I was looking on the site for some data on the casts' 66 dash startup, speeds and properties but couldn't find it anywhere. Would this stuff be in the XX mook and XX/ mook for ABA / OS respectively? Share this post Link to post Share on other sites
Digital Watches Report post Posted March 18, 2010 It's in the blanket "System data" stuff. Share this post Link to post Share on other sites
Zerite Report post Posted March 28, 2010 I think 66 dashes start immediately. this is the section watches refers to. http://www.dustloop.com/data/ac/system.html It's under frame data... which is sort of misleading. Share this post Link to post Share on other sites
rtl42 Report post Posted March 30, 2010 it's classified as frame data because it's... frame data? and if you have the mooks, that's how the data is organized, as well: character data, then general system data, then other notes. (although some of the notes about system features come before the character data, like about Slashback, Burst, etc.) Share this post Link to post Share on other sites
BioLogIn Report post Posted April 2, 2010 Thanks, rtl42! Share this post Link to post Share on other sites
Oiboi Report post Posted May 7, 2010 BTW, It's not noted there, but SBing in the air resets jump options as well. Share this post Link to post Share on other sites