GGXX:Accent Core Thread! [AMERICAN PS2 RELEASE, GO GO GO!]

Because I-no flies at just the right level for May’s 6P to get CH’d right in the cunt.

:wasted:

Anyway, I’ve yet to be able to get back to SFSU. Despite having had done well with Faust and hating mirror matches, I think I’m going to make Zappa my main character.

The auto-summoning pisses me off, though.

uhhh what he’s saying is that the game doesn’t “scale up” damage for guard bar (ie. your moves don’t do more damage inherently), it’s that they don’t scale down until your combo drives the bar below neutral. So if you land a single hit while they have guardbar, it doesn’t do more damage than if they didn’t. If you do two hits while they have guardbar, the SEQUENCE does more damage because it doesn’t scale, whereas it scales if they don’t have guardbar.

So no, guardbar isn’t “adding” damage- it quite literally does “nothing” which is to say that any value above neutral is not going to factor into damage scaling calculations. When it goes below neutral, guardbar does “something” in that it becomes part of the damage formula.
So for a single hit, guardbar does NOTHING in terms of actual damage. Flashing bar = CH which isn’t more damage, and you can’t have below neutral guardbar on the first hit.
For a COMBO, guardbar doesn’t make your moves do more damage, it keeps them from doing less damage. It makes it so that landing, say, jK > jS in a combo hurts them just as much as doing jK and jS on two separate occasions, not taking forced proration into account. This isn’t because the jK or jS does more damage on its own- rather it’s because guardbar prevents jS from doing LESS damage than usual due to damage scaling.

So in a sense, you’re wrong, as a single hit with guardbar isn’t going to do more (as guardbar isn’t DIRECTLY affecting damage as it actually doesn’t do anything to damage calculations till you go BELOW neutral, when it starts to add scaling)… but in a sense you’re correct, because a combo with guardbar is going to do way more damage than a combo without (as not having the extra damage scaling from below neutral guardbar = bigger numbers for damage calculation results).

In short, what rtl posted from the guide is true from a technical perspective. From a match practical perspective, more guardbar = more damaging combo. But at the same time… it’s technically inaccurate to say, and I quote The Chief: “The more you block, the more damage you will take the next time you get hit.” Again, if they just like, throw you or sweep you or hit you with some crappy uncomboable move, you actually DIDN’T take more damage.
What would be accurate to say, and what The Chief probably meant as it’s what generally happens: “The more you block, the more damage you will take if you get combo’d soon afterwards.” Semantics, sure… but a more accurate description of the game engine’s actual workings without misleading statements about how damage is calculated.

So shrug, it’s SRK so we all just call each other retarded gay scrubs all the time, but it’s kinda silly to say “you may possibly be a scrub” to someone for saying something that is an accurate description of the game engine in a discussion about a feature of the game engine…

a mod should just delete crimson and rtls posts before someone new to the game comes in and reads them and starts off on the wrong path… i’m aware of everything you’re saying and more, thats why i chose my words carefully, then reinforced positive decision making and real things you should be looking for… of course one hit isn’t going to be aided by “reduced scaling” as i so carefully fucking phrased since scaling won’t take effect until a 2nd hit lands… eventually you’ll want to do these things called combos, then you can start counting the number of mistakes it takes to “win” a match instead of being a grammar nazi and confusing beginners with this trash… remember kids all your attacks will do Normal damage when the bars raised (forget that this will KILL someone since its fucking abnormal to not scale)… but heres some real knowledge on the guard bar, the gb+ values scale as the enemy blocks, similar to damage scaling, and leaving 1 or 2 frame gaps between block chains will result in huge guard rewards :o… not that any of that matters since all your attacks will just start doing Normal damage… ie with aba: 5s, 2hs, frc, run forward, at this point, timing an early 5s that chains will result in sad, scaled gb+, but timing 5s a couple frames later will result in a nice freshly jacked guardbar (Normal gb+ as a douche might say)… if you need examples of when and why this is important i’m sure i’ll be on later giving pearls to swine when people piss me off enough…

but it’s not wrong. it’s just not the intuitive way to say “you do more damage in a combo when the enemy’s guard gauge is high”. i thought for a while when i started that high guard gauge meant my attacks do more damage. until i figured out that you just don’t do less damage.

How about we stop arguing semantics, and start talking about how hot the Jellyfish cat is. It’s got a cute little hat!

I have a question about how burst blows an enemy away after they are hit away or their combo is broken etc. There are times I see the enemy blown away to the other side of the screen while other times time they fall straight down and are allowed to attack detoured so it seems. I know for sure that if it hits an enemy before they attack or if they simply stand still they will be blown back to the other side of the screen instantly. Are there any other times this happen exactly, this will allow me to better prepare a defense or immediate counter attack if they aren’t blown back very far.

The opponent falls straight down if he/she blocks the burst. They get blown away if the burst hits them (ie didn’t block the burst). If the opponent is baiting the burst he will block it, fall straight down, and then continue on the offense.

What I am talking about is if an enemy is hit with the burst and still isn’t blown back as far as one should think, when other times they are hit with the burst and go all the way across the screen instantly. I am fully aware that blocked bursts allow the user to fall straight down afterwards. I noticed this because when I broke combos with burst they weren’t blown back as far as they would if they were simply standing still and I hit them with it head on.

There are two kinds of burst: Blue and gold. Blue has less hitstun then gold. Blue is the burst you get when you are in some sort of stun state. Gold is the burst you get when you are in a ready state.

What I think Knapstar might be referring to is the ability to tech if you get hit by a burst that’s not a counterhit. If you’re getting hit, and you burst, it may or may not interrupt an attack. If it does, it will be a counterhit and they get knocked down without being able to tech. However, if it’s a normal hit, they’ll get knocked back but before landing, they should be able to tech. Then they can land and attack, or even airdash toward you before landing.

I’m pretty sure there’s no difference between a normal hit blue burst vs. a counter hit blue burst as far as hit stun.

You’re right, I just tested it! I must’ve been thinking of the hitstun of a gold burst. So I was trying to find another explanation for what Knapstar was talking about, and the only thing I was able to come up with is that when they landed closer to him after he hit them with a blue burst, they probably still had some forward momentum from dashing. If you hit someone with a blue burst while they’re standing still, they’ll get knocked considerably further back.

is this about how if you start up a dust combo with an opponent and they burst, and you’re rising with the dust follow-up, you don’t get knocked back and just fall downward?

http://www.famitsu.com/game/coming/1212734_1407.html
new AC+ stuff

I’m having alot of trouble with Faust vs Venom matchups. I find it hard to lay pressure on Venom especially when he has the balls out and his supers do alot of chip damage. Any tips?

FD block?

If you want advice against Venom, asking Elvenshadow is probally your best bet, besides that you probally have more experience against Venom than alot of us.

playing sean lately?

yeah just uhhhhhhh dont get locked down

thats the best answer! venom kind of is pretty not that good without momentum. remember that when he puts down balls, if you know his moves and where the balls are, you will know where they will go, plan accordingly! theres generally a “best way” to approach him with a lot of ball formations.

Can some someone do a general for bridget?:sad:

as good as the buri thread is on DL why even ask here? and theres a Q & A thread so any q’s you have…ask.