User talk:Shtkn

Discussion page of User:Shtkn
Revision as of 23:23, 12 October 2017 by Shtkn (talk | contribs) (→‎Slayer bite)

Sorry, I didn't realize there were two different pages for the frame data and the character. But the other gatling table is all wrong, stuff like 5k to 2s just doesn't work at all. And 2s to 5h is definitely a gatling because you can't connect anything but 5h (not uppercut, 5k, etcetera even though they're just as fast).

I was planning on adding some basic BnBs to Robo's character page. I have to ask someone to get a username right? I'm Kikuichimonji on the Dustloop wiki.

Thanks for your time.

Whoops. My fault. I guess I got lazy and forgot to categorize my info. I hope my information wasn't bad and i'm aware things aren't put in, which i expect other's to tinker with. But whatever i had nothing to do, so i decided to contribute to this page, i mean i do play GG alot to pick up on this info, so why not? Btw, i don't understand or quite agree with Ky having a so called "Poor mixup". I mean he even has 236H with grinder which make easy mixups opportunities, as well as some things that could still be discovered. We don't know yet.I'm still confused as to why but thanks for the feedback. -an unknown GG player 10-24-14 (i dont know how this messaging works!)

Moveset subpages deletion

Due to this move, I must ask. For the BBCPEX and BBCF character pages, how will Overdrive be integrated in the main page? GunBlaze (talk) 12:24, 3 February 2016 (PST)

Since OD has an actual timer on screen in CF, i don't think it's that important to show on the overview page. Assuming characters have unique OD times, we'll still have tables for OD time on the frame data pages and system data pages to compare between characters. --Shtkn (talk) 13:44, 3 February 2016 (PST)

So then, for the CPEX ones, it's just placing the table on the main page? GunBlaze (talk) 20:32, 3 February 2016 (PST)

yes, right above the move list. I forgot to move them, but I'll try to add them in later today. --Shtkn (talk) 10:25, 4 February 2016 (PST)

Axl 5D

The image used for Axl's 5D is his 3P. I guess this was just a small mistake when you were going around making the pictures look neater, but could you correct this if possible? Thanks, LaziestNameEver (talk) 21:21, 28 May 2016 (PDT)

Ah, thanks for noticing, pretty glaring error haha. i'll have it fixed in the next few days --Shtkn (talk) 00:46, 31 May 2016 (PDT)

Slayer bite

Hi there, I saw you changed Slayer's bite buff duration from 198F to 180F, is there a source for this? The game script shows 198F. If it was timed from when Slayer recovers from bite, remember bite can be RC'd on hit to skip recovery, so there may be frames lost there if not RC'd but it should still count I think. 81.155.74.148 20:26, 12 October 2017 (UTC)

I got the value 180F from the 4gamer wiki. I'm not fluent in japanese, so maybe i misinterpreted it. http://www.4gamer.net/guide/ggxrd/031723018/#table_result_11 I assume by script you mean the scripts generated by boxdox-bb? I'm not familiar with how to read the gg scripts. Can you point that out to me? i've mainly been focusing on bb since there has been no official frame data for cf. --Shtkn (talk) 22:07, 12 October 2017 (UTC)

Sure, here's some of the relevant lines of the bite script:

   SLOT_4 = 198
   sprite('sly406_03', 3)
   sprite('sly406_04', 4)
   sprite('sly406_05', 4)
   sprite('sly406_06', 3)
   sprite('sly406_07', 3)

"SLOT_4" is the bite buff, it's given 198. And then the recovery frames add up to 17F. So I think that's what 4gamer did. However I just tested it and RC doesn't actually pause the buff timer, so RC'ing it might not give an advantage (I don't know the length of the RC freeze). So it's weird. IMO because there are multiple actions possible it should show the actual value and then the reader figures out the usable value based on their action, or maybe that would overcomplicate things, what do you think? 81.155.74.148 22:39, 12 October 2017 (UTC)


I see, how did you figure out that Unknown2197() is for SLOT_4? As for what value to show in our frame data I agree with out that 198F is the right value to show, though I would like to add something like "Effect lasts for 180F after Slayer recovers from this move". I mainly want to make mention of this since this is the most common scenario. This is a bit verbose though haha, need to think about how to word it. --Shtkn (talk) 23:23, 12 October 2017 (UTC)