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| ==Info Quick Reference==
| | Sandbox 1: [[User:DarthPhallus/Sandbox]] |
| <div class="mw-collapsible mw-collapsed" data-expandtext="(expand button text)" data-collapsetext="(collapse button text)">
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| | Sandbox 2: [[User:DarthPhallus/Sandbox 2]] |
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| {{#lsth:GGST/Frame Data|Attack Level}}
| | Sandbox 3: [[User:DarthPhallus/Sandbox 3]] |
| </div>
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| ==Practice Notes== | | ==Useful Dustloop Stuff== |
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| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: left"
| | * Compression commands for ffmpeg: |
| |+Character Reaction Checks
| | ** GGST: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 40 -threads 4 -y -an [filename].webm'' |
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| | ** UMvC3: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 60 -threads 4 -y -an [filename].webm'' |
| ! Character
| | * Mediawiki Formatting Page: https://www.mediawiki.org/wiki/Help:Formatting |
| ! Character Options !! Common Strings !! Generic Responses !! Zato Option
| | * Creating a Template: |
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| | ** https://www.mediawiki.org/wiki/Help:Templates |
| ! rowspan="5"|Anji
| | ** https://www.mediawiki.org/wiki/Template:If |
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| | ** https://en.wikipedia.org/wiki/Help:Conditional_expressions#Using_#if |
| *{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Fuujin~{{clr|1|P}}}} | |
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| * {{clr|4|236H}} > (Early Cancel) {{clr|1|P}}
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| * Jump forward + air normal will counterhit this followup resulting in a combo.
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| * {{clr|5|j.D}} is amazingly reliable here and easily leads to a combo.
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| *{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H K|label=Fuujin~{{clr|2|K}}}}
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| * {{clr|4|236H}} > {{clr|2|K}} / (Early Cancel) {{clr|2|K}} > {{clr|5|4D}} / {{clr|5|6D}}
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| * Jump, throw, backdash, mash. Most options work if done fast enough as Anji is -12 if you blocked Fuujin.
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| * {{clr|5|j.D}} is also very good here, and helps to only have to look for Anji going in the air.
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| *{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|3|S}}}}
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| * {{clr|4|236H}} > {{clr|3|S}}
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| * Crouch block and take your turn afterwards. At -7 this followup is almost always safe but ends Anji's turn.
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| * {{clr|3|2S}} and {{clr|5|2D}} are solid options to take your turn back with low risk.
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| *{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H H|label=Fuujin~{{clr|4|H}}}}
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| * {{clr|4|236H}} > {{clr|4|H}}
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| * Reaction stand block and punish. At -15 most characters get a sizeable punish.
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| * {{clr|5|2D}} is Zato's best punish leading to oki. | |
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| *{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou ({{clr|3|236S}})}}
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| * {{clr|3|236S}} in neutral.
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| * Air throw on reaction is the most reliable, some characters may have air normals that lead to higher reward.
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| * Air throw or {{clr|5|j.D}} are both great options, {{clr|4|2H}} also works but is low reward without Eddie out or meter.
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| ! rowspan="3"|Axl Low
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| *{{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label=Winter Mantis ({{clr|4|41236H}})}}
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| * Air blocked {{clr|3|2S}} ></br> {{clr|4|2H}} (Strike) vs {{clr|4|41236H}} (Throw)
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| * Block the 2H vs jump the command throw. Some characters may be able to punish the throw if jumped, if not you can at least gain some screen positioning.
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| * After jumping the command throw {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146S|label=Sun Void ({{clr|3|632146S}})}} or {{clr|5|j.D}} > PRC > Fast {{clr|4|j.H}} can punish.
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| *{{MiniMoveCard|game=GGST|chara=Axl Low|input=6H|label={{clr|4|6H}}}}
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| * Meaty / Blockstring
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| * Stand block, if the move is meaty it may be plus if not it is -3 and often throw punishable.
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| * N/A | |
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| *{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}}
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| * Mid Range Neutral and in defense.
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| ** Ex: IAD Back > {{clr|3|j.S}}
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| * {{clr|1|6P}}, best to OS a clash cancel option which varies by character. | |
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| * {{clr|1|6P}} > buffer dash block. Snail beats most follow-ups you could do on clash but dash block allows you to catch it's recovery with a 2S and will also give you time to summon on CH.
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| !rowspan="2"|Giovanna
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| * {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Spiral Arrow ({{clr|2|236K}})}}
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| * Midscreen Neutral and on block. | |
| ** Ex: {{clr|3|c.S}} > {{clr|3|2S}} / {{clr|5|2D}} > {{clr|2|236K}} | |
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| * {{clr|1|6P}} is the universal answer, anything with low profile or invul can beat Sprial Arrow fairly cleanly.
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| * N/A
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| * {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Flip Kick ({{clr|2|214S}})}}
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| * On Block, depending on spacing can stay same side or crossup.
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| ** Ex: {{clr|3|c.S}} / {{clr|2|5K}} > {{clr|3|214S}} (Crossup) </br>vs {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|214S}} (Same side)
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| * On Oki
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| ** Ex: {{clr|3|c.S}} (OTG) > IAD / Dash > {{clr|3|214S}} | |
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| * On block, FD can ensure enough pushback to always make flip kick hit same side, allowing for consistent {{clr|1|6P}} punishes. Some characters can {{clr|1|6P}} and hit both options consistently.
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| * On oki, {{clr|1|6P}} is a punish or simply blocking properly is better than nothing.
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| * Zato's {{clr|1|6P}} hits both same side and crossup consistently so you don't need to think too hard.
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| * N/A
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| !rowspan="1"|May
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| * DOLPHIN
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| *
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| * | |
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| * N/A | |
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| |}
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| ==Matchup Comfort==
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| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: left"
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| |+Character Matchup Comfortability
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| ! Character
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| ! Comfortable?
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| ! Anji
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| | style="background: #00FF00;"|
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| ! Axl
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| | style="background: #FF0000;"|
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| ! Chipp
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| | style="background: #FF0000;"|
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| ! Faust
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| | style="background: #00FF00;"|
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| ! Giovanna
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| | style="background: #FFFF00;"|
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| ! Goldlewis
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| | style="background: #00FF00;"|
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| ! Happy Chaos
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| | style="background: #FF0000;"|
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| ! I-No
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| | style="background: #FFFF00;"|
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| ! Jack-O'
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| | style="background: #FFFF00;"|
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| ! Ky
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| | style="background: #00FF00;"|
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| ! Leo
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| | style="background: #FF0000;"|
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| ! May
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| | style="background: #FFFF00;"|
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| ! Millia
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| | style="background: #FF0000;"|
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| ! Nagoriyuki
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| | style="background: #FFFF00;"|
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| ! Pot
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| | style="background: #FFFF00;"|
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| ! Ramlethal
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| | style="background: #FF0000;"|
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| ! Sol
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| | style="background: #00FF00;"|
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| ! Zato
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| | style="background: #00FF00;"|
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| |}
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| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: left"
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| |+Key
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| ! !! Comfortable !! Needs Practice / Exploration !! Uncomfortable
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| ! Color
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| | style="background: #00FF00;"|
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| | style="background: #FFFF00;"|
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| | style="background: #FF0000;"|
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| |}
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| == Patch Notes Template ==
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| ===={{Character Label|GGST|Zato-1|64px}}====
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| * [[GGST/Zato-1#Summon Eddie|Eddie Gauge]] {{clr|buff|BUFF}}
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| ** Reduced Eddie Gauge depletion when Eddie is not Attacking.
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| * {{clr|1|6P}} {{clr|reworked|REWORKED}}
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| ** Adjusted animation of opponent on hit (UNSURE OF CHANGE)
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| * {{clr|2|2K}} {{clr|buff|BUFF}}
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| ** Reduced Knockback, making {{clr|5|2D}} more consistently combo.
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| ** Reduced attack startup to ?f.
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| * {{clr|3|c.S}} {{clr|buff|BUFF}}
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| ** Reduced recovery, now ?f on block.
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| * {{clr|3|2S}} {{clr|buff|BUFF}}
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| ** Reduced frontal hurtbox.
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| * {{clr|4|5H}} {{clr|buff|BUFF}}
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| ** Increased damage from 40 to ?.
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| * {{clr|4|2H}} {{clr|nerf|NERF}}
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| ** Reduced damage from 48 to ?.
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| * {{clr|4|6H}} {{clr|buff|BUFF}}
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| ** Reduced descent speed.
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| * {{clr|1|j.P}} {{clr|buff|BUFF}}
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| ** Active frames now continue from the first hit to the final hit.
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| ** Expanded lower hitbox and hurtbox on the first.
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| * {{clr|2|j.K}} {{clr|buff|BUFF}}
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| ** Now launches opponent higher on hit.
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| * {{clr|4|j.H}} {{clr|buff|BUFF}}
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| ** First half of the active frames now launch opponents higher and less far horizontally.
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| * {{clr|5|j.D}} {{clr|buff|BUFF}}
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| ** Increased declaration during startup improving QoL as an overhead.
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| * [[GGST/Zato-1#"Pierce"|"Pierce"]] {{clr|buff|BUFF}}
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| ** Delayed the timing when Eddie gauge is depleted.
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| ** Initial hit now launches the opponent higher.
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| ** Second hit has reduced startup.
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| * [[GGST/Zato-1#"That's a lot!"|"That's a lot!"]] {{clr|buff|BUFF}}
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| ** Delayed the timing when the Eddie gauge is depleted.
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| ** Decreased damage on each drill from 22 to ??.
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| ** Scaling from drills only applies once even when multiple hit.
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| * [[GGST/Zato-1#"Leap"|"Leap"]] {{clr|nerf|NERF}}
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| ** Decreased Damage from 20,60 to ?,?.
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| ** Expanded hurtbox.
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| * [[GGST/Zato-1#Amorphous|Amorphous]] {{clr|buff|BUFF}}
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| ** Reduced startup from 11+8 to ?+?.
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| ** Increased movement speed of hitbox.
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