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

or unsafe on block

it should at least be safe on block or always give you a 50% damage combo or cover above and in front of him or something or be unblockable or something

raises hand to join the ded ps2 club it sucks everyone is taking leaps and bouns in the way of skill and im sitting on a rokc getting caught up on -.-

I lost to Mike Z at Evo because of this move. :sad:

how? :confused:

were you mashing on wake up or something

What does proration mean in GG?

Prorating is an extra layer of damage scaling that some moves have. Normally, prorating only happens if the move is done as the FIRST HIT of a combo. When a move prorates, it causes an addition reduction in damage for the ENTIRE combo on top of other damage scaling factors (like the guard bar, character health, guts, etc).

say, if you start a combo with a move that has 70% proration (i.e. all 2k in the game)… the proceeding damage automatically scales to 70% of its “true” damage on top of normal scaling.

however, most of these moves will not add additional proration if they are used mid-combo.

special exceptions would be moves like dizzy’s ice spike or sol’s sidewinder, where the additional proration is added regardless which part of the combo the move is used on. people usually refer to these moves as having “forced proration”.

i also think proration affects stun (damage done to the invisible dizzy meter) as well, but i’m not sure. :wonder:

It doesn’t

i think gwyrgyn blood mentioned it a long time ago. not sure though.

Yeah, I cheated. LOL.

http://www.dustloop.com/forums/showthread.php?t=372

Does Anji’s 2k still link to 2p?

What purpose do Jam’s cards serve? There are three kinds, and three levels each, but I didn’t notice any difference in damage or speed or anything.

I looked on dustloop but no explanation.

*ObZ

sigh
Jam’s “cards” are charges for her kick specials (236K, 214K, and 623K). In the old days those moves chained into each other (up to three times) and a charge would be used as soon as you used the appropriate move.

Now they’ve changed up the charges- a charge lets you chain from other specials into the charged version of said kick. Those specials happen to be the three kicks mentioned above (including the charged versions), as well as 236S > K and 236S > D.
So say you have a K charge which powers up her 236K. You can do like… K > c.S > 2D XX 236S~K > charged 236K. Or 236S > D > charged 236K. Or c.S > f.S XX 2369K > charged 236K. Or wakeup 623K > charged 236K.

There is an explanation on DL, in the Jam Q&A thread. It doesn’t get simpler than that =/

I see. Is it worth the risk of charging just for an extra kick special? I haven’t seen many Jam match vids but they don’t seem to make use of this…

Sorry, didn’t browse the entire thread, and I didn’t know the proper term to search for.

*ObZ

Though I don’t know shit about Jam lol, I usually see her charge by cancelling into it when knocking the opponent down.

Jam players charge more or less depending on matchup… but generally speaking there’s a lot of charging going on. 2D XX K charge is pretty good to get a charge.

And yes it’s worth it, the damage you can do with a charge is silly.

We were both down to pixels of life (I believe). I had him knocked down, I stood still not doing anything to bait a wake up Pot Buster or a backdash, I jumped and sure enough he did something on wake up. I saw Pot flinch and thought it was whiffed Pot Buster, but it was actually EX Judge Gauntlet. I spazzed and didn’t FD fast enough to block it in the air… but it’s pretty fast when it doesn’t get hit at all. D:

Like CD said, 2D (on hit of course) -> K charge is pretty much the standard way to get charges. Even after the knockdown and charge you’ll still have advantage on them (just not a whole lot). Once you get a K charge card Jam becomes a fucking nightmare. Pretty much any combo she does at that point can lead to a charged fireball kick which sends your opponent to the other side of the screen from practically anywhere. All you need to do after that in most cases is her FB puffball and corner loop them for likely 50% or more life.

Jam is hella broken. :frowning:

Does Potemkin Buster have invincibility? For example, if I do a proper meaty as they get up, or a j.whatever (assuming I land before blockstun is expired) into a quick move, it should beat the grab right? IIRC the frame data says it’s 3 frames startup so at least it’s not instant…

Edit: Frame data says this: “3-5 invincible. 1-16 invincible to throws.” So I’m guessing 3-5 of the whiff animation is invincible, but not the startup (excluding throws)?

I’m not an expert on the subject but I believe that while it does not have invincibility per s, I believe that a ground meaty will still get beaten by pot buster, even if timed right. I sure as hell get pot buster’d out of meaty attempts… The jumping attack depends on how much blockstun the normal or move you used put them in, and whether or not he instant blocked or um… what’s it called? The other one. Slashback.

Oh and just to reiterate, when I asked if anji’s 2k linked to 2p I really mean link, not chain. Could someone test that out for me whenever you get the chance? No rush but that’s one of my little anji ‘tricks’ I like but things obviously could’ve changed since #Reload.