User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
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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)">


Sandbox 2: [[User:DarthPhallus/Sandbox 2]]


{{#lsth:GGST/Frame Data|Attack Level}}
Sandbox 3: [[User:DarthPhallus/Sandbox 3]]
</div>


==Practice Notes==
==Useful Dustloop Stuff==


{| 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''
|-
** 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:
|-
** https://www.mediawiki.org/wiki/Help:Templates
! rowspan="5"|Anji
** https://www.mediawiki.org/wiki/Template:If
|
** https://en.wikipedia.org/wiki/Help:Conditional_expressions#Using_#if
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Fuujin~{{clr|1|P}}}}
|
* {{clr|4|236H}} > (Early Cancel) {{clr|1|P}}
|
* Jump forward + air normal will counterhit this followup resulting in a combo.
|
* {{clr|5|j.D}} is amazingly reliable here and easily leads to a combo.
|
|-
|
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H K|label=Fuujin~{{clr|2|K}}}}
|
* {{clr|4|236H}} > {{clr|2|K}} / (Early Cancel) {{clr|2|K}} > {{clr|5|4D}} / {{clr|5|6D}}
|
* Jump, throw, backdash, mash. Most options work if done fast enough as Anji is -12 if you blocked Fuujin.
|
* {{clr|5|j.D}} is also very good here, and helps to only have to look for Anji going in the air.
|-
|
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|3|S}}}}
|
* {{clr|4|236H}} > {{clr|3|S}}
|
* Crouch block and take your turn afterwards. At -7 this followup is almost always safe but ends Anji's turn.
|
* {{clr|3|2S}} and {{clr|5|2D}} are solid options to take your turn back with low risk.
|-
|
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H H|label=Fuujin~{{clr|4|H}}}}
|
* {{clr|4|236H}} > {{clr|4|H}}
|
* Reaction stand block and punish. At -15 most characters get a sizeable punish.  
|
* {{clr|5|2D}} is Zato's best punish leading to oki.
 
|-
|
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou ({{clr|3|236S}})}}
|
* {{clr|3|236S}} in neutral.
|
* Air throw on reaction is the most reliable, some characters may have air normals that lead to higher reward.
|
* 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.
|-
! rowspan="3"|Axl Low
|
*{{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label=Winter Mantis ({{clr|4|41236H}})}}
|
* Air blocked {{clr|3|2S}} ></br> {{clr|4|2H}} (Strike) vs {{clr|4|41236H}} (Throw)
|
* 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.
|
* 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.
|-
|
*{{MiniMoveCard|game=GGST|chara=Axl Low|input=6H|label={{clr|4|6H}}}}
|
* Meaty / Blockstring
|
* Stand block, if the move is meaty it may be plus if not it is -3 and often throw punishable.  
|
* N/A
|-
|
*{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}}
|
* Mid Range Neutral and in defense.
** Ex: IAD Back > {{clr|3|j.S}}
|
* {{clr|1|6P}}, best to OS a clash cancel option which varies by character.
|
* {{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.
|-
!rowspan="2"|Giovanna
|
* {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Spiral Arrow ({{clr|2|236K}})}}
|
* Midscreen Neutral and on block.
** Ex: {{clr|3|c.S}} > {{clr|3|2S}} / {{clr|5|2D}} > {{clr|2|236K}}
|
* {{clr|1|6P}} is the universal answer, anything with low profile or invul can beat Sprial Arrow fairly cleanly.
|
* N/A
|-
|
* {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Flip Kick ({{clr|2|214S}})}}
|
* On Block, depending on spacing can stay same side or crossup.
** 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)
* On Oki
** Ex: {{clr|3|c.S}} (OTG) > IAD / Dash > {{clr|3|214S}}
|
* 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.
* On oki, {{clr|1|6P}} is a punish or simply blocking properly is better than nothing.
|
* Zato's {{clr|1|6P}} hits both same side and crossup consistently so you don't need to think too hard.
* N/A
|-
!rowspan="1"|May
|
* DOLPHIN
|
*
|
*  
|
* N/A
|-
|}
 
==Matchup Comfort==
 
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: left"
|+Character Matchup Comfortability
|-
! Character
! Comfortable?
|-
! Anji
| style="background: #00FF00;"|
|-
! Axl
| style="background: #FF0000;"|
|-
! Chipp
| style="background: #FF0000;"|
|-
! Faust
| style="background: #00FF00;"|
|-
! Giovanna
| style="background: #FFFF00;"|
|-
! Goldlewis
| style="background: #00FF00;"|
|-
! Happy Chaos
| style="background: #FF0000;"|
|-
! I-No
| style="background: #FFFF00;"|
|-
! Jack-O'
| style="background: #FFFF00;"|
|-
! Ky
| style="background: #00FF00;"|
|-
! Leo
| style="background: #FF0000;"|
|-
! May
| style="background: #FFFF00;"|
|-
! Millia
| style="background: #FF0000;"|
|-
! Nagoriyuki
| style="background: #FFFF00;"|
|-
! Pot
| style="background: #FFFF00;"|
|-
! Ramlethal
| style="background: #FF0000;"|
|-
! Sol
| style="background: #00FF00;"|
|-
! Zato
| style="background: #00FF00;"|
|}
 
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: left"
|+Key
! !! Comfortable !! Needs Practice / Exploration !! Uncomfortable
|-
! Color
| style="background: #00FF00;"|
| style="background: #FFFF00;"|
| style="background: #FF0000;"|
|}
 
 
== Patch Notes Template ==
===={{Character Label|GGST|Zato-1|64px}}====
* [[GGST/Zato-1#Summon Eddie|Eddie Gauge]] {{clr|buff|BUFF}}
** Reduced Eddie Gauge depletion when Eddie is not Attacking.
* {{clr|1|6P}} {{clr|reworked|REWORKED}}
** Adjusted animation of opponent on hit (UNSURE OF CHANGE)
* {{clr|2|2K}} {{clr|buff|BUFF}}
** Reduced Knockback, making {{clr|5|2D}} more consistently combo.  
** Reduced attack startup to ?f.
* {{clr|3|c.S}} {{clr|buff|BUFF}}
** Reduced recovery, now ?f on block.
* {{clr|3|2S}} {{clr|buff|BUFF}}
** Reduced frontal hurtbox.
* {{clr|4|5H}} {{clr|buff|BUFF}}
** Increased damage from 40 to ?.
* {{clr|4|2H}} {{clr|nerf|NERF}}
** Reduced damage from 48 to ?.
* {{clr|4|6H}} {{clr|buff|BUFF}}
** Reduced descent speed.
* {{clr|1|j.P}} {{clr|buff|BUFF}}
** Active frames now continue from the first hit to the final hit.
** Expanded lower hitbox and hurtbox on the first.
* {{clr|2|j.K}} {{clr|buff|BUFF}}
** Now launches opponent higher on hit.
* {{clr|4|j.H}} {{clr|buff|BUFF}}
** First half of the active frames now launch opponents higher and less far horizontally.
* {{clr|5|j.D}} {{clr|buff|BUFF}}
** Increased declaration during startup improving QoL as an overhead.
* [[GGST/Zato-1#"Pierce"|"Pierce"]] {{clr|buff|BUFF}}
** Delayed the timing when Eddie gauge is depleted.
** Initial hit now launches the opponent higher.
** Second hit has reduced startup.
* [[GGST/Zato-1#"That's a lot!"|"That's a lot!"]] {{clr|buff|BUFF}}
** Delayed the timing when the Eddie gauge is depleted.
** Decreased damage on each drill from 22 to ??.
** Scaling from drills only applies once even when multiple hit.
* [[GGST/Zato-1#"Leap"|"Leap"]] {{clr|nerf|NERF}}
** Decreased Damage from 20,60 to ?,?.
** Expanded hurtbox.
* [[GGST/Zato-1#Amorphous|Amorphous]] {{clr|buff|BUFF}}
** Reduced startup from 11+8 to ?+?.
** Increased movement speed of hitbox.

Revision as of 02:47, 3 August 2022

Sandbox 1: User:DarthPhallus/Sandbox

Sandbox 2: User:DarthPhallus/Sandbox 2

Sandbox 3: User:DarthPhallus/Sandbox 3

Useful Dustloop Stuff