Teyah Report post Posted May 22, 2007 The official site is probably right, the command in the framedata should be changed to reflect that. I just remember reading that many Force Breaks were performed by just pressing D during certain moves, like May's Dolphins, Millia's Lust Shaker, etc... so that's how that error came about. Share this post Link to post Share on other sites
Akira Report post Posted May 25, 2007 Now that I've got in hands better scans, I've translated a little more of Order Sol's FD. http://grad.icmc.usp.br/~flaviosm/Order_Sol-DL.html I'll end it when I have time(tomorrow?) Share this post Link to post Share on other sites
Zenpou Tenshin Report post Posted May 26, 2007 I added everyone to the contributors list. If anyone is missing from it, or from any of the individual pages, let me know. I helped with the testament inserts..........lol Congrats. Share this post Link to post Share on other sites
Jais Report post Posted May 26, 2007 I do believe WUT helped with the Jam and I-No translations, he should be on the contributors portion of the front page. Thanks G.B. Share this post Link to post Share on other sites
Nehle Report post Posted May 31, 2007 After actually playing some with AC Dizzy it seems evident that Necro Okotta Bai's "Guard" column should be "unblockable" and not "throw" since it takes moves with throw invulnerability as well Share this post Link to post Share on other sites
RedBeard Report post Posted June 1, 2007 Johnny's 2K should be 12 damage, not 20. That's the only thing I can really spot. Share this post Link to post Share on other sites
4r5 Report post Posted June 3, 2007 Johnny's Divine Blade (in air 236S and 623S>S) cancels projectiles while retaining hit potential. Share this post Link to post Share on other sites
4r5 Report post Posted June 12, 2007 gone and made the corrections to the Johnny frame data. http://userpages.umbc.edu/~esara1/johnny.html and while I was at it, I corrected the typo (K instead of 2K) on the Testament page. http://userpages.umbc.edu/~esara1/testament.html Share this post Link to post Share on other sites
Zakuta Asura Report post Posted June 12, 2007 ABA 2H throw inv. is from 13~18F, not 3~18F :P Share this post Link to post Share on other sites
GlassNinja Report post Posted June 17, 2007 does anyone know how many frames of throw invulnerability you have after waking up? Share this post Link to post Share on other sites
4r5 Report post Posted June 17, 2007 wrong place to ask, go here http://www.dustloop.com/forums/showthread.php?t=598 anyways, I believe it's 1 frame. Share this post Link to post Share on other sites
Teyah Report post Posted June 17, 2007 9 frames of throw invul on wakeup, question has been answered before: http://dustloop.com/forums/showpost.php?p=135226&postcount=1522 Share this post Link to post Share on other sites
4r5 Report post Posted June 21, 2007 Johnny's 2K is listed as +2, but when I add it up myself I get +4. Double checked against other Level 2 moves, to make sure they didn't go and change it levels on us. I think its level might of been a typo, level 2 instead of level 1. Any got the mook to double check? Level 2 Johnny's 5K = expecting -2 / receiving -2 SSSSSsAAAAaRRRRRRRRr BBBBBBBBBBb12 Johnny's 2K = +2/+4 ??? triple checked SSSSSSSsAAAaRRRr1234 BBBBBBBBBBb BBBBBBBBb <- is +2 as level 1 Dizzy's 2K = -1/-1 SSSSSsAAAaRRRRRRRRr BBBBBBBBBBb1 Found my copy of Johnny's framedata from the mook. Yeah, it's suppose to be level 1. Share this post Link to post Share on other sites
RedBeard Report post Posted June 22, 2007 Small correction to Axl's framedata: Housoubako's total animation is 30F, not total "hit" animation. It's talking about it takes 30F total for him to do his counter whiff animation thingy, not the actual swinging part. It also lists Axl's tension gain on Raieisageki(S) as 20/4.8. Should be 2.0/4.8. Share this post Link to post Share on other sites
chun_li1 Report post Posted June 25, 2007 6P, eddie > 1~16F upperbody invincibility. Stun modifier x3. Prorates 90%. x 3?! May has x 3 on her 6P. does that mean, eddie can stun someone as quick as May now?! Or is that a mistake? Share this post Link to post Share on other sites
Teyah Report post Posted June 26, 2007 Not a mistake, it's been like that for a few games now. A single connected Eddie mixup into puddle unblockable -> 6P(2)-5S combo deals like 40+ stun points Share this post Link to post Share on other sites
RedBeard Report post Posted June 26, 2007 Oops, apparently not. Share this post Link to post Share on other sites
POscrub Report post Posted June 26, 2007 Lol. Ok, this is probably my fault for using bad notation. Dizzy/stun modifier x0 only applies to that specific move. Just like how May's 6P doesn't make the rest of the combo do 3x stun damage. Dizzy/stun modifier x0 means that particular move does NO stun damage. So the actual shadow hole hit does no dizzy, but you can still whack away at them after as normal. The real problem with Eddie is his best dizzying move 6P is two hits, and given how badly stun damage falls off with # of hits, yeah. Even on CH, you only get the CH bonus for one hit. Share this post Link to post Share on other sites
BioLogIn Report post Posted August 4, 2007 Is exact framedata on slashback and throw break already avaible? Share this post Link to post Share on other sites
Ultimate_Gear Report post Posted August 9, 2007 Sigh,I was reading the frame data,and I can't figure out what SD,GB,and GB means,I keep thinking GB means guard break,but then I think I don't think thats it,and a lot of the accronyms below the cancel confuse me.And what the heck is a DAA?And a lot of things like HLF,and the rest under GUARD,confuses me. @_@ http://www.dustloop.com/data/ac/jam.html <---so can anybody tell me what it means,I apologize if this has been answered elsewhere in the thread,but I already read several pages. @_@ I think I read to quickly though...>.> Share this post Link to post Share on other sites
4r5 Report post Posted August 9, 2007 Static Differences (Calculated from the first active frame) Guard Balance (How much it adjusts the Guard gauge) Dead-Angle Attack (Alpha-Counter) Guard: H = Can be blocked High. L = Can be blocked Low. F = Must be blocked Faultless Defense in the air. A = Does not need to be blocked Faultless Defense in the air. Cancel: c = Self-Cancelable C = Special-Cancelable J = Jump-Cancelable R = Roman-Cancelable F = Force-Roman-Cancelable TG = Tension Gain For normals, it's how much you gain on hit. For specials, there will be two numbers, one is for on whiff/block, the other for on hit. Share this post Link to post Share on other sites
AtTheGates Report post Posted August 9, 2007 Static Differences (Calculated from the last active frame) you mean from the first active frame? last active frame would be a perfect meaty. Share this post Link to post Share on other sites
4r5 Report post Posted August 9, 2007 whoops, yeah, that's what I ment Share this post Link to post Share on other sites
NiGHTSmare7 Report post Posted August 27, 2007 the list is almost done, but i don't see any info on the chart about sol's super dragon install or dizzy's new instant kill. Share this post Link to post Share on other sites
Nehle Report post Posted August 27, 2007 the list is almost done, but i don't see any info on the chart about sol's super dragon install or dizzy's new instant kill. there is no official data, as they are not listed in the mook Share this post Link to post Share on other sites