RSG3 Report post Posted September 5, 2006 Well this is the stupid questions thread....but that might be to stupid for even this thread XP Share this post Link to post Share on other sites
HmR.kS Report post Posted September 5, 2006 Who does he play as? Or is that a stupid question. I'm guessing it's Sol! =D Share this post Link to post Share on other sites
zer0kage Report post Posted September 5, 2006 If he can obtain that record again with Order Sol he is THE MAN!! Share this post Link to post Share on other sites
Shazay Report post Posted September 5, 2006 *fixed yea hes ranked like # 7 in reload online his gt is ishiwatari his record is like 6300 wins and a mere 400 loses no vids unfortunately That could be anyone and online play is nearly worthless. You can get better comp playing against the cpu. Share this post Link to post Share on other sites
HmR.kS Report post Posted September 7, 2006 Another question! Hmm they say that if you block while standing you get lesser guardstun when compared to crouch blocking because in all 2D fighting games the sprites' hitboxes are bigger when you crouch so the projectiles hit you earlier or something. But if that is true... If the projectiles hit you earlier, that means you leave guardstun earlier, right? Do enlighten me. Thanks in advance! Share this post Link to post Share on other sites
4r5 Report post Posted September 7, 2006 Ky's Slash Stun Edge is a level 5 move. Level 5 moves put you in 17 frames of guardstun. 17 frames is 17 frames. If you blocked it earlier then you will leave gaurdstun earlier, but you would of still have gone through 17 frames of gaurdstun. Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F I think what you're really getting at is if you can wrangle your way out of odd-ball situations. And I geuss the answer is: Sure? Share this post Link to post Share on other sites
HmR.kS Report post Posted September 7, 2006 So it's better to block hits crouching rather than standing because you will leave guardstun earlier? Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted September 7, 2006 So it's better to block hits crouching rather than standing because you will leave guardstun earlier? eh no Most hits won't be affected one way or another since they tend to connect at about the same frame regardless of your blocking position. Fireballs are a bit different- you're still going to go through the exact same amount of blockstun, but if your crouching hitbox is wider, you could conceivably cause the fireball to make contact like a frame earlier or something dumb like that, but I doubt it'd ever really come up. Share this post Link to post Share on other sites
4r5 Report post Posted September 7, 2006 You go through the same amount of guardstun, whether standing block or crouching. I think you're getting something confused. Here, Let's say I hit you with Johnny's 5K. 5K is a lvl2, 6 frames of startup, 5 active frames, 9 recovery frames. If I hit you with this move, and you do a regular block, you suffer 12 frames of gaurdstun. Now the static diffrence that occures depends on which of my active frames I hit you on. For example, if I hit you on the last active frame of my move, I still have to go through 5 frames of recovery. meaning I would be at +2, advantage. But if I hit you on my first active frame I still have to go through the other 4 active frames plus my 9 frames of recovery, leaving me at -2 disadvantage. here's a little diagram Green - Startup Red - Active Blue - Recovery Black - Your guardstun Johnny's 5K - [COLOR=Green]123456[/COLOR][COLOR=Red]12345[/COLOR][COLOR=Blue]123456789[/COLOR] 123456789012 I hit you on my first active frame, I'm at +2 123456789012 I hit you on my last active frame, I'm at -2 See? If anything is wrong I blame it on lack of sleep. Good night. And in the case of projectiles. do some critical thinking and you'll figure it out. night oh hey, someone posted before me. eh, whatever Share this post Link to post Share on other sites
MiraiGen Report post Posted September 7, 2006 I see "dj," "AD," and "AA" in Johnny's combos. Can anyone define these? Share this post Link to post Share on other sites
4r5 Report post Posted September 7, 2006 double jump air dash anti air? you say you saw these in combos? Share this post Link to post Share on other sites
stinkymonz Report post Posted September 7, 2006 Do you get any extra jumps or airdashes if you JI more than once in a combo? Say something like... 5S.c ji 5HS(1) 6K(1) ji 5S.f with Jam; do you get like triple jumps or double airdashes if you do this? I don't have GG at the moment, so I can't try it out personally. Share this post Link to post Share on other sites
HmR.kS Report post Posted September 7, 2006 Of course not Share this post Link to post Share on other sites
NerdJosh Report post Posted September 7, 2006 I remember Kenji or some serious member talking about if you fd and ib at the same time on the same frame you gain properties of both. The only drawback is that it has to be timed perfectly on the first frame but I was wondering if this could be confirmed? I don't care how practical it is, just wondering if this exists in the system. Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted September 7, 2006 Do you get any extra jumps or airdashes if you JI more than once in a combo? Sometimes, but not because of what you described D: Some moves that auto-JI can add another jump sometimes, just kinda depends on the move, but Jam has some hilariously bad combos with a ton of extra jumps via her various auto-JI moves. Share this post Link to post Share on other sites
MiraiGen Report post Posted September 7, 2006 double jump air dash anti air? you say you saw these in combos? http://www.dustloop.com/forums/showthread.php?t=117 Yep. Share this post Link to post Share on other sites
PsiPhi Report post Posted September 7, 2006 http://www.dustloop.com/forums/showthread.php?t=117 Yep. dj = double jump ad = air dash aa = something that you just made up, it isn't used in any of those combos Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 8, 2006 I remember Kenji or some serious member talking about if you fd and ib at the same time on the same frame you gain properties of both. The only drawback is that it has to be timed perfectly on the first frame but I was wondering if this could be confirmed? I don't care how practical it is, just wondering if this exists in the system. Not true. Ky's Slash Stun Edge is a level 5 move. Level 5 moves put you in 17 frames of guardstun. 17 frames is 17 frames. If you blocked it earlier then you will leave gaurdstun earlier, but you would of still have gone through 17 frames of gaurdstun. Also not true. Projectiles cause more guard stun than physical hits do by some number around 3-4F longer. For CSE it's either 20 or 21, I've forgotten. This is because on projectiles, only the projectile and the defender suffer hit-pause. This means that the attacker gets bonus frames because he never has hitpause, which is unlike a melee attack. Share this post Link to post Share on other sites
PsiPhi Report post Posted September 8, 2006 Why do people focus on such little details? I mean assuming ducking extends your hit box so you get hit earlier, yeah you will recover earlier by a frame or two, which really doesn't help you out. But why not just take the simple solution and ib the freakin' thing? Why do you people even worry about the frame data so much? I mean you need to know which hits give you an advantage and which have invunerability and what not. But is it really important to know that attack A gives you +4 fames on block? Just play the game, don't worry about such little details. edit: this isn't directed at dan, this is directed at everybody who has posted a silly question involving frame data Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted September 8, 2006 Yes, actually it is. If you know what moves give you +4, then you know what moves you can IB and throw someone for doing. If you know you can block a certain way to recover faster, then you can create a gap and escape, where otherwise you might not. Knowing how much advantage a move can give you lets you setup better frame traps as well as telling you what you can link for pressure or combos. It lets you know what is possible outside of trial and error methods. You can learn a lot from frame advantage. You don't need it, but it can help you learn as well as give you a concrete explanation for why things work. Share this post Link to post Share on other sites
HmR.kS Report post Posted September 8, 2006 PsiPhi, and why do you care about little details such as why people likes to ask silly questions involving frame data and such? Just live your life, surf the forums and don't worry about such little details. =D Share this post Link to post Share on other sites
PsiPhi Report post Posted September 8, 2006 that's why dan wins tourneys and I don't Share this post Link to post Share on other sites
4r5 Report post Posted September 9, 2006 only the projectile and the defender suffer hit-pause. Damn. Projectiles are serious business. Share this post Link to post Share on other sites
PeJ Report post Posted September 9, 2006 Hi I'm new there, I played at GGXX and GGXX relaod but I have some stupid question about GGXX Slash now. First : In my sekect screen I have EX wiritten in black on come chars and white on others characters ... what the hell ? :o Then : Time release code is alrady (how long do I wait ??) there or I have to finish survival and mission mode to acces to all Shadow/gold characters (I speak in GGXX SLASH not reload) And what are the differecnes : Option mode = GG mode / GGX mode and on select screen : #Reload ... Thanks by advance Share this post Link to post Share on other sites
Incendia Report post Posted September 11, 2006 Is there any reason why it's bad for Sol to use 2K 2S as OTG after a knockdown? I see quite a few match vids where by Sol instead jumps for j.S or j.HS. Share this post Link to post Share on other sites