GGACR/Miscellaneous

From Dustloop Wiki
Jump to navigation Jump to search

Tier List

Temporary link to home of tier lists Link

Ranked

0: Civilian
1: Cadet
2: Bodyguard
3: Enlistee
4: Low-ranking Soldier
5: High-ranking Soldier
6: Novice Squadsman
7: Squadsman
8: Senior Squadsman
9: Platoon Leader
10: Battalion Leader
11: Champion
12: Master
13: Holy Knight
14: Holy Knight Commander
15: Master Swordsman
16: Dragon Hunter
17: Titan
18: Hero
19: War God
20: Legend

Gap of 0, 1, 2, 3 and 4 (winner lower) ranks: Winner gets 40 points, loser loses 40 points
Gap of 4 (winner higher): Winner gets and loser loses 20 points
Gap of 5 (winner higher): Winner gets and loser loses 6 points
Gap of 5 ranks (winner lower): Winner gets and loser loses 80 points

Steam Port Lenient Input Option

Input parser was modified to simulate updating at 120 FPS, while keeping the amount of frames required to input a move the same as before. Only half-circles (HC+back, HC+forward as well) are affected. Changes allow skipping a direction if it looks like it was pressed, but for less than a frame.

As for feedback, we're most interested in any examples of game registering unintended moves due to changes in input parser, or game's behavior in general changing in any way aside from making it easier for keyboard and hitbox players to input the moves.

In depth: - Any direction other than the first or last can be skipped (i.e. 4123 is not a valid HCF, but 4136 can be, same for 63214 vs 63216 for HCB+F) - Incorrect direction is not allowed to be in place of the skipped one. For example, if expected input is 63214, 63514 is not valid. Alternatively, the "sum" of previous and next directions must result in the skipped one. For example, if expected input is 632146, then 632176 (1+7=4) will be considered valid. - Even if (for example) 6314 is accepted as HCB, the whole input must still be at least 5 frames long like before (i.e. some direction should be held for at least 2 frames)

Throw Break Glitch

When one player perform a special move with the H button that ends in InputIcon 6.png or InputIcon 4.png and other players tries to throw on the same frame, the throw break happens, but the break animation will be canceled into the special attack!

Example
Ky performs 236H and Sol performs a ground normal throw at the same time
Ky and Sol will flash purple like a normal throw break, then Ky will perform 236H while Sol is still in the throw break animation. Ky's attack will miss because the throw break animation is invincible.

You can also cancel the throw break animation into Slashback. Since slashback can be cancelled immediately into other actions, this means you can effectively perform any action immediately while the opponent is still in throw break state. The opponent is still invincible while in throw break state, so you cannot do something like punish them using this method. However, you can use the extra time in order to effectively "meaty" them or gain otherwise impossible advantages while they are recovering.

The potential of this glitch is very unexplored primarily due to the fact that the situation is VERY rare.

OTG Burst Glitch

Blue Bursting while knocked down will leave your character in OTG state during recovery! This means that even if an opponent is able to block your Burst, the opponent will not be able to perform a standard combo since you will be in OTG state and will take less damage and be able to tech out very quickly! At best the opponent will be able to air throw the recovery.

The disadvantage of this glitch is that it requires you to Blue Burst while knocked down, which is usually enough time for the opponent to recover and block the Burst and guarantee that the opponent will retain offensive momentum.

There is a way past this shortcoming: If you Blue Burst while getting ground bounced (for example, from Axl's Axl Bomber), it behaves just like bursting while knocked down! If you know your opponent's combos and want to burst out of the combo, execute your burst exactly when you ground bounce and you can minimize any punishment from the opponent baiting your burst!

Button Macros Rapid Fire Bug

This bug is used to make linking special attacks and reversals very very easy.

Built-in button macros have a strange property where holding down the button repeats a negative edge input every frame. This means that by holding down a macro button and buffering the motion, it is very easy to perform one frame links of specials and supers.

To use this bug on a specific button, hold down the macro button as well as the buttons you wish to exclude. For example to use this bug specifically for H inputs, bind the P+K+S+H Macro to button X, then hold X + P + K + S.

Example with Ky
  • Bind the P+K+S Macro to button X, then hold X and perform 236. Ky will perform Stun Dipper (236K).
  • Ky has multiple special attacks that use 236 motions: 236K, 236S, 236H, 236D, 236236P
  • To perform 236S with this bug, hold X + P + K and perform the 236 motion.

This bug allows for some once difficult links to be performed very easily.

More examples
  • As Robo-Ky, bind the P+K Macro to button X, then hold X and start running. Robo-Ky will perform his invincible dashing attack special as fast as possible!
  • As Sol, bind the P+K+S+H macro to button X, then hold X and mash 623 motions when knocked down and you will get a reversal S Volcanic Viper on wakeup! Hold X + S to specifically get H Volcanic Viper.
  • As Anji, bind the P+K Macro to button X, then hold X and continually perform 236 motions to easily perform Anji's double butterfly glitch!
Note this bug does not work in the PC version, nor does it work in Training Mode in the console version.