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I agree with you, I will add it to guidelines. | I agree with you, I will add it to guidelines. | ||
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 20:43, 26 April 2020 (UTC) | --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 20:43, 26 April 2020 (UTC) | ||
Thank you! I've edited Sol's page as an example of what I mean. | |||
[[Special:Contributions/86.140.10.11|86.140.10.11]] 20:55, 26 April 2020 (UTC) |
Revision as of 20:55, 26 April 2020
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 what sets the value for SLOT_4 and that SLOT_4 is the value for the bite buff? 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)
Sure, I'm on discord as #### if you want to find me, (I do respond here right?) --Manta (talk) 10:51, 10 November 2017 (UTC)
DBFZ Assist Cooldown
Given that assist cooldown is universal, shouldn't that field be removed from the tables? Problem would be to find what could replace it. GunBlaze (talk) 22:36, 24 April 2018 (UTC)
It's universal? I though that was not the case, I could have sworn Krillin's took longer to come back than Vegeta's for example. Who/where did you hear this from? --Shtkn (talk) 22:40, 24 April 2018 (UTC)
Rips
Johhny here, sorry for the delay, I was out camping. For BBCF and GGXRD, I used mods to make a pitch black stage. For the other games, I found that after a super move's special background effect finishes playing, the screen would go totally black for a few frames, so I timed the attacks so the effect would occur during that time. For both cases, I would then capture a screen shot, then use Gimp's "Color to Alpha" feature on the color black. I then place a sprite that has been ripped down (except for Xrd), and adjust the screen shot until the character sprites both match. I then put the rip on the top layer and set it to "Lighten Only", then select the whole sprite, put a new layer on the bottom, and fill the selection black. I then erase some of the screenshot sprite to look less weird.
Sorry if that was long winded. Maybe I'll make a video of it. BBTag is unique in that it has auto combo buttons. That wasn't too bad for Ruby, but it was a pain for Weiss, and Blake doesn't look much better. --Johhny (talk) 19:53, 17 June 2018 (AKST)
Thanks for the info, I'll keep that in mind next time I try to make screenshots for things. This also explains why you don't do screenshots for certain things like supers --Shtkn (talk) 06:29, 18 June 2018 (UTC)
Creating a wiki account?
Hello, I would like to create an account by which I can attach my username for credit rather than my IP address. How would I go about doing this?
-Prospective Contributor
You'll need to send me your desired username and email address, let me know how you can send it to me --Shtkn (talk) 17:21, 30 August 2018 (UTC)
I can send it through Discord. I sent you a friend request. I'm ####.
Nappa's Saibamen section?
I don't know what I messed up? It's broken now but I don't see where I went wrong.
Fixed it, the you used the full frame data for 214M/H (FrameData-DBFZ) instead of the shorter list (AttackData-DBFZ) --Shtkn (talk) 10:25, 4 March 2019 (UTC)
Series Traits Page for BBTAG
What to do with describing respective universal Series Traits for BBTAG, should it need to be included here like this one below, but different & more details, even has content features like Drive Crest, Astral Heat Cut-Ins (Awakening SP, Infinite Worth, Critical Art), Clash Assault (Crush Trigger, All-Out Attack, Assault > Jump Attack), Persona (Desynch Special Cancel, and Break (based on anime adaption), Homing, Arcana Elements, Normal Ki Attack (Note: from Dragon Ball FighterZ, thought this series won’t be in for 3D-based reasons) even Sprite Resolution type & its creator company for this game (such as UNI cast sprite files being made in 640p for 720p gameplay & RWBY’s 1024p for 1080p gameplay)?
Some are universal to certain series (not all of them) and even certain characters that has other series’ traits outside their home series like Template:4 (non-Smart Combo & Smart Combo), Same Moves (some has different properties like Gordeau’s Assimilation (not the special moves
and
versions)) and Character BGMs (mostly BB (being made looped & based on cast’s playable debuts) & RWBY (not looped, probably for Team RWBY if some other cast announced to be in)). Capcom Fighting Jam also made description about series’ traits. What contents still missing & messy might be discussed elsewhere outside this place.
139.194.88.120 - 10:27, 24 March 2019 (PDT)
I'm not sure what a Series Traits page would accomplish. Feels like this info is more trivia than info that would help players learn how the game works, maybe the persona desynchs part can go in the attack attributes section?
--Shtkn (talk) 07:41, 24 March 2019 (UTC)
AttackData and FrameData
I'm just wondering, now that we've put both of those in one place, and since it doesn't matter if I put too much info in AttackData, the AttackDataHeader will only use what's necessary anyway.
Is it possible to just merge the two? I think the problems with editing frame data right now are:
- People don't see the small notice at the bottom so they don't know where to go.
- Thus leading to them mistaking the "Description|7|text=" as attack startup for some reason...
- When you finally get to edit data, it requires copying and pasting the same chunk twice. Not much of a hassle at all but still.
If you can guide me or attempt one example page, I can do the rest of the DBFZ section. But my ideas are:
- Put back AttackData in character pages. It's the most popular place and I know from experience that newbies don't really care about other pages... Especially DBFZ newbies since it's one of the easiest FG to get into right now so it's often their first introduction to the genre. If they have new info, almost certainly they will add those in the character pages.
- Somehow make AttackDataHeader and FrameDataHeader pull from the same source, so when they edit frame data in character page it will automatically do the frame data page. Would renaming them AttackDataHeader-1 and AttackDataHeader-2 work?
- "Description|x|text=" automated like back when it's only "description="
Unfortunately I didn't find a way for the two pages to pull from the same source without relying on a new database (which would make it much harder for others to edit values), thus I settled on having there be the $X and $X Full versions. It's also definitely not possible to have the Character page be the source of frame data... the data needs to be in its own heading (the other way using tags doesn't work in tables).
I think I can do something for the description stuff by making description templates for each game, might take a bit.
--Shtkn (talk) 16:23, 10 April 2019 (UTC)
That sucks. Oh well I hope people will catch on to this new format. So far I haven't seen anybody updating frame data so I fear that the notice at the bottom might not be eye catching enough...
I need help with gatling explaining.
In DBFZ, 5L and 2L can only be done a total of twice per string. So 5L 5L, 2L 5L, 2L 2L etc.
But some characters only have 1 5L or 1 2L, some actually have 2 5Ls but it's only unlocked through clashing.
I tried to make it simple by writing it out like this:
- X[Y, #] = X and Y can only be done a max of # times per string total. Default is 1 time per string.
But it doesn't really cover all the plausible cases. I wanna make it sounds like this is an one-way relation. So characters can have 5L[1] and 2L[5L, 2] at the same time, aka they only have 1 5L and 2 2Ls.
This has been bothering me for a long time and I'm just not good enough with my words to properly explain it.
I wouldn't worry about worrying about clashes, since you can cancel into just about anything from a clash, it's outside the scope of a gatling table.
As for your second topic, I'm not sure I understand what you're saying, but I think BBTag and BBCF have a few cases like that, where 2 moves can be used a combined number of times total. They add an asterisk by the number and make a note below the table. --Shtkn (talk) 19:03, 26 September 2019 (UTC)
Let me give a better example.
So say like a character has 5L[1] and 2L[5L, 2]. It should mean they can only do 5L > 2L, 2L > 5L, and 2L > 2L. 5L > 5L isn't possible.
But this description I wrote
- X[Y, #] = X and Y can only be done a max of # times per string total. Default is 1 time per string.
Implies that 2L[5L, 2] means 5L can also be done twice per string.
Here's another one: I want "X and Y[X]" to mean Y won't come out if X has been used in the string. But yet again the current description implies the opposite is also true.
I want a better description to reflect that, but I can't think of anything. DBFZ just has so many similar cases that I don't really wanna add extra notes for every time this happens. --Kaiokek (talk) 19:22, 26 September 2019 (UTC)
In your example, I don't see anything wrong with just saying 5L[1] and 2L[2]. I feel either you're over complicating this or I'm missing something. --Shtkn (talk) 22:58, 26 September 2019 (UTC)
Guide on how to read BBCF hitstun/untech
I think I have a pretty good idea of what they mean but I just wanna make sure I fully understand them.
For example, I assume "60 + GBounce + Down 24" means it does 60f untech total, including the GBounce, and then the second time they touch the ground they'll stay down for 24f.
Or "80 + WBounce 35" means 80f untech until touching a wall, then bounce out for 35f. But "80 + WBound" means the total amount of time until they touch a wall then fall down is 80f.
Also if there were a move that causes ground slide on grounded opponent, would you write "Launch" in Hitstun or something else?
Thanks in advance.
--Kaiokek (talk) 11:49, 12 November 2019 (UTC)
Yes, you got the gist of how to read hitstun/untech. As for the ground slide on grounded opponent, i guess it depends. If air hit wouldn't cause ground slide, then I'd put "Slide" in the ground hit column. If the air hit also causes ground slide, then I'd put "Launch". That's my thought anyway, I'm open to other ways to display this info.
--Shtkn (talk) 12:51, 12 November 2019 (UTC)
Also looking up "WBound" I only found BBCF's Tager that uses this term. So is he a special case or is "WStick" the more common term.
If I understand it correctly, wall bound is just a wall bounce that falls straight down, while a wall stick they'll be stuck on the wall for a bit right?
--Kaiokek (talk) 13:31, 12 November 2019 (UTC)
Comparisons to previous games
I noticed in the GG Strive character pages so far, they are full of comparisons to Rev 2 like:
- "It has more range than the previous game"
- "In the last game, it caused ground bounce for a combo"
- "No longer hits overhead"
I don't think this is useful information, and at worst it's a detriment because it takes the place of an actual description of the thing. A lot of people will not have played the older games so "relative" information has no meaning. And Strive is different enough from Xrd that these comparisons don't make sense in the first place.
What would you think about a guideline against this? 86.140.10.11 19:48, 26 April 2020 (UTC)
I agree with you, I will add it to guidelines. --Shtkn (talk) 20:43, 26 April 2020 (UTC)
Thank you! I've edited Sol's page as an example of what I mean. 86.140.10.11 20:55, 26 April 2020 (UTC)