https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=86.140.10.11&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T08:26:47ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=User_talk:Shtkn&diff=152088User talk:Shtkn2020-04-26T20:55:26Z<p>86.140.10.11: /* Comparisons to previous games */</p>
<hr />
<div>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).<br />
<br />
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.<br />
<br />
Thanks for your time.<br />
<br />
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<br />
(i dont know how this messaging works!)<br />
<br />
==Moveset subpages deletion==<br />
Due to this move, I must ask. For the BBCPEX and BBCF character pages, how will Overdrive be integrated in the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 12:24, 3 February 2016 (PST)<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 13:44, 3 February 2016 (PST)<br />
<br />
So then, for the CPEX ones, it's just placing the table on the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 20:32, 3 February 2016 (PST)<br />
<br />
yes, right above the move list. I forgot to move them, but I'll try to add them in later today. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 February 2016 (PST)<br />
<br />
== Axl 5D ==<br />
<br />
The image used for [http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Axl_Low 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, [[User:LaziestNameEver|LaziestNameEver]] ([[User talk:LaziestNameEver|talk]]) 21:21, 28 May 2016 (PDT)<br />
<br />
Ah, thanks for noticing, pretty glaring error haha. i'll have it fixed in the next few days<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 00:46, 31 May 2016 (PDT)<br />
<br />
== Slayer bite ==<br />
<br />
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. [[Special:Contributions/81.155.74.148|81.155.74.148]] 20:26, 12 October 2017 (UTC)<br />
<br />
I got the value 180F from the 4gamer wiki. I'm not fluent in japanese, so maybe i misinterpreted it.<br />
http://www.4gamer.net/guide/ggxrd/031723018/#table_result_11<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:07, 12 October 2017 (UTC)<br />
<br />
Sure, here's some of the relevant lines of the bite script:<br />
SLOT_4 = 198<br />
sprite('sly406_03', 3)<br />
sprite('sly406_04', 4)<br />
sprite('sly406_05', 4)<br />
sprite('sly406_06', 3)<br />
sprite('sly406_07', 3)<br />
"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.<br />
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).<br />
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? [[Special:Contributions/81.155.74.148|81.155.74.148]] 22:39, 12 October 2017 (UTC)<br />
<br />
<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 23:23, 12 October 2017 (UTC)<br />
Sure, I'm on discord as #### if you want to find me, (I do respond here right?) --[[User:Manta|Manta]] ([[User talk:Manta|talk]]) 10:51, 10 November 2017 (UTC)<br />
<br />
== DBFZ Assist Cooldown ==<br />
<br />
Given that assist cooldown is universal, shouldn't that field be removed from the tables? Problem would be to find what could replace it. [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 22:36, 24 April 2018 (UTC)<br />
<br />
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?<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:40, 24 April 2018 (UTC)<br />
<br />
==Rips==<br />
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.<br />
<br />
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.<br />
--[[User:Johhny|Johhny]] ([[User talk:Johhny|talk]]) 19:53, 17 June 2018 (AKST)<br />
<br />
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<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 06:29, 18 June 2018 (UTC)<br />
<br />
==Creating a wiki account?==<br />
<br />
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?<br />
<br />
-Prospective Contributor<br />
<br />
You'll need to send me your desired username and email address, let me know how you can send it to me<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 17:21, 30 August 2018 (UTC)<br />
<br />
I can send it through Discord. I sent you a friend request. I'm ####.<br />
<br />
== Nappa's Saibamen section? ==<br />
<br />
I don't know what I messed up? It's broken now but I don't see where I went wrong.<br />
<br />
Fixed it, the you used the full frame data for 214M/H (FrameData-DBFZ) instead of the shorter list (AttackData-DBFZ)<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 March 2019 (UTC)<br />
<br />
== Series Traits Page for BBTAG ==<br />
<br />
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)?<br />
<br />
Some are universal to certain series (not all of them) and even certain characters that has other series’ traits outside their home series like {{4}}{{A}} (non-Smart Combo & Smart Combo), Same Moves (some has different properties like Gordeau’s Assimilation (not the special moves {{B}} and {{C}} 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.<br />
<br />
https://www.gamecrate.com/blazblue-cross-tag-battle-beginner’s-guide-–-breaking-down-unique-mechanics-each-faction/19352<br />
<br />
[[Special:Contributions/139.194.88.120|139.194.88.120]] - 10:27, 24 March 2019 (PDT)<br />
<br />
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?<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 07:41, 24 March 2019 (UTC)<br />
<br />
== AttackData and FrameData ==<br />
<br />
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.<br />
<br />
Is it possible to just merge the two? I think the problems with editing frame data right now are:<br />
* People don't see the small notice at the bottom so they don't know where to go.<br />
* Thus leading to them mistaking the "Description|7|text=" as attack startup for some reason...<br />
* 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.<br />
<br />
If you can guide me or attempt one example page, I can do the rest of the DBFZ section. But my ideas are:<br />
* 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.<br />
* 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?<br />
* "Description|x|text=" automated like back when it's only "description="<br />
<br />
<br />
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).<br />
<br />
I think I can do something for the description stuff by making description templates for each game, might take a bit.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 16:23, 10 April 2019 (UTC)<br />
<br />
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...<br />
<br />
== I need help with gatling explaining. ==<br />
<br />
In DBFZ, 5L and 2L can only be done a total of twice per string. So 5L 5L, 2L 5L, 2L 2L etc.<br />
<br />
But some characters only have 1 5L or 1 2L, some actually have 2 5Ls but it's only unlocked through clashing.<br />
<br />
I tried to make it simple by writing it out like this:<br />
<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
<br />
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<sup>[1]</sup> and 2L<sup>[5L, 2]</sup> at the same time, aka they only have 1 5L and 2 2Ls.<br />
<br />
This has been bothering me for a long time and I'm just not good enough with my words to properly explain it.<br />
----<br />
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.<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 19:03, 26 September 2019 (UTC)<br />
----<br />
Let me give a better example.<br />
<br />
So say like a character has 5L<sup>[1]</sup> and 2L<sup>[5L, 2]</sup>. It should mean they can only do 5L > 2L, 2L > 5L, and 2L > 2L. 5L > 5L isn't possible.<br />
<br />
But this description I wrote<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
Implies that 2L<sup>[5L, 2]</sup> means 5L can also be done twice per string.<br />
<br />
Here's another one: I want "X and Y<sup>[X]</sup>" 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.<br />
<br />
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. --[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 19:22, 26 September 2019 (UTC)<br />
----<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:58, 26 September 2019 (UTC)<br />
<br />
== Guide on how to read BBCF hitstun/untech ==<br />
<br />
I think I have a pretty good idea of what they mean but I just wanna make sure I fully understand them.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Also if there were a move that causes ground slide on grounded opponent, would you write "Launch" in Hitstun or something else?<br />
<br />
Thanks in advance.<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 11:49, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 12:51, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
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?<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 13:31, 12 November 2019 (UTC)<br />
<br />
== Comparisons to previous games ==<br />
<br />
I noticed in the GG Strive character pages so far, they are full of comparisons to Rev 2 like:<br />
<br />
- "It has more range than the previous game"<br />
<br />
- "In the last game, it caused ground bounce for a combo"<br />
<br />
- "No longer hits overhead"<br />
<br />
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.<br />
<br />
What would you think about a guideline against this?<br />
[[Special:Contributions/86.140.10.11|86.140.10.11]] 19:48, 26 April 2020 (UTC)<br />
<br />
I agree with you, I will add it to guidelines.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 20:43, 26 April 2020 (UTC)<br />
<br />
Thank you! I've edited Sol's page as an example of what I mean.<br />
[[Special:Contributions/86.140.10.11|86.140.10.11]] 20:55, 26 April 2020 (UTC)</div>86.140.10.11https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&diff=152087GGST/Sol Badguy2020-04-26T20:50:26Z<p>86.140.10.11: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"<br />
|-<br />
!Sol Badguy<br />
|-<br />
||<br />
[[File:GGST_Sol_Badguy_Portrait.png|350x500px|center]]<br />
|-<br />
|-<br />
||{{#lst:{{PAGENAME}}/Data|System Data}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Sol Badguy<br />
| game = GGST<br />
| quote = <br />
| lore = Sol Badguy is the main protagonist of the Guilty Gear series and Ky Kiske's eternal rival. He is an aloof and brash bounty hunter, whose apparent laziness and gruffness belies a terrifying fighting ability, intelligence, and emotional depths beneath. From- https://guilty-gear.fandom.com/wiki/Sol_Badguy<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
|pros=<br />
* Command grab mixup due to Wild throw's damage and new changes to RC. (Based on BETA)<br />
* Good wall carry with Bandit Revolver (Based on BETA)<br />
|cons=<br />
* weakness<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
==Normal Moves==<br />
======<span style="visibility:hidden;font-size:0">5P</span>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGST_Sol_5P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol does a standard jab. Despite the animation, it hits crouchers. Its height and self-gatling can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">5K</span>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGST_Sol_5K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
At close range, 5K is an extremely fast knee with 3 frame startup. The fully extended kick is also a pretty fast 5 frames, and combined with its tall hitbox it is a good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards. On air hit it floats the opponent long enough for a reliable Bandit Revolver juggle.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">5S</span>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGST_Sol_cS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol does an uppercut with his fist. If it hits the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, causing followup moves to behave as though they were an air hit, and causes long hitstun overall. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">f.S</span>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGST_Sol_f.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A lunging punch to the gut. The range of this move is pretty poor, but it is advantageous on block and steps Sol forward further than it pushes him out, making it a useful pressure tool. On counterhit it links to c.S.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">5H</span>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGST_Sol_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol swings a left hook with his sword. It has shorter range than some of his other pokes but a taller hitbox. On air hit, it causes a ground tumble, and if near the corner it causes a low ground bounce.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">5D</span>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGST_Sol_5D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Your universal overhead. Standing Dusts are fast and difficult to react to, and Sol's is no exception. On normal hit it causes a wall bounce in the corner regardless of ground or air hit, although it is screen-position specific and is not as easy as Ky's.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">6P</span>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGST_Sol_6P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
This move has upper body invincibility making it an effective anti-air if timed correctly. On counterhit it causes a long ground tumble, allowing a combo into Night Raid Vortex and huge corner carry.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">6S</span>======<br />
{{MoveData<br />
|name=6S<br />
|input=<br />
|image=GGST_Sol_6S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit it blows the opponent away and can be followed up only if they are high enough. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">6H</span>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGST_Sol_6H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Very fast startup and good range, but has long recovery and cannot be special cancelled. One of Sol's better options on round start but requires some reads. It also can be used to tack on extra damage and knockdown from 2PPP confirm.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">2P</span>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGST_Sol_2P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
5P but done crouching. Inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5K.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">2K</span>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGST_Sol_2K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">2S</span>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGST_Sol_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Due to the short range of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S is an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has and it recovers very quickly.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">2H</span>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGST_Sol_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol does an uppercut, but with his sword's hilt. A bit slow as an anti-air, but reaches very high (about 5K's reach). Despite not being jump cancellable like 5K, 2H creates stronger and better combos, like into Bandit Bringer.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">2D</span>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGST_Sol_2D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The legendary low-profile sweep. This will either beat or evade just about anything that doesn't hit the ground, and leads to combos on counterhit. Slower than P and K moves so use carefully on defense.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">j.P</span>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGST_Sol_jP.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">j.K</span>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGST_Sol_jK.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">j.S</span>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGST_Sol_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">j.H</span>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGST_Sol_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">j.D</span>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGST_Sol_jD.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|input=<br />
|image=GGST_Sol_Ground Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Air Throw</span>======<br />
{{MoveData<br />
|name=Air Throw<br />
|input=<br />
|image=GGST_Sol_Air Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<span style="visibility:hidden;font-size:0">Gun Flame</span>======<br />
{{MoveData<br />
|name=Gun Flame<br />
|input=236P<br />
|image=GGST_Sol_Gun_Flame.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Gun Flame (Feint)</span>======<br />
{{MoveData<br />
|name=Gun Flame (Feint)<br />
|input=214P<br />
|image=GGST_Sol_Gun_FlameFeint.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Volcanic Viper</span>======<br />
{{MoveData<br />
|name=Volcanic Viper<br />
|input=623S/H (Air OK)<br />
|image=GGST_Sol_Volcanic_Viper.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Bandit Revolver</span>======<br />
{{MoveData<br />
|name=Bandit Revolver<br />
|input=236K (Air OK)<br />
|image=GGST_Sol_BanditRevolver.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Flying knee with an automatic followup kick on hit. Causes great knockback, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Bandit Bringer</span>======<br />
{{MoveData<br />
|name=Bandit Bringer<br />
|input=214K (Air OK)<br />
|image=GGST_Sol_BanditBringer.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214K}}<br />
{{!}}-<br />
{{Description|8|text=<br />
You can hold the button when using the air version to delay the attack and halt Sol's momentum in the air to beat the opponent's anit-air attempt, athough you should position yourself higher to beat higher-reaching anti-air like Potemkin's Heat Knuckle or Faust's 6P.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Wild Throw</span>======<br />
{{MoveData<br />
|name=Wild Throw<br />
|input=623K<br />
|image=GGST_Sol_WildThrow.png<br />
|caption= To prove the power of Flex Sol, I sawed this healthbar in half!<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol's command throw. Very scary move that deals tremendous damage and a hard knockdown. It switches sides with the opponent, which can be a good or bad thing depending on where you are. Followup combo is not possible even with RC, limiting the maximum damage you can get from it.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Ground Viper Night Raid Vortex</span>======<br />
{{MoveData<br />
|name=Night Raid Vortex<br />
|input=214S (Hold OK)<br />
|image=GGST_Sol_GroundViperNightRaidVortex.png<br />
|caption= Sol's version of EWGF<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Sol rushes forward low to the ground and delivers a launching uppercut. Its startup and travel distance varies depending on how long you hold the button. It ranges from about a third of the screen at its minimum (the startup listed above), to beyond full screen at its maximum. The further he travels, the higher the launch, allowing for a c.S combo at longer distances, but for consistency use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.<br />
}}<br />
}}<br />
<nowiki/><br />
======<span style="visibility:hidden;font-size:0">Fafnir</span>======<br />
{{MoveData<br />
|name=Fafnir<br />
|input=41236H<br />
|image=GGST_Sol_Fafnir.png<br />
|caption=Because every rushdown characters have to have a guard breaker.<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|41236H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A slow mid punch with high reward. It causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.<br />
}}<br />
}}<br />
<br />
==Overdrives==<br />
======<span style="visibility:hidden;font-size:0">Tyrant Rave</span>======<br />
{{MoveData<br />
|name=Tyrant Rave<br />
|input=632146H<br />
|image=GGST_Sol_Tyrant_Rave.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Gives sol more advantage after wallbreak<br />
}}<br />
}}<br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=???<br />
|input=<br />
|image=GGST_Sol_???.png |caption= Does this game even need Instant Kills?<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
==[[Dustloop_Wiki:Roadmap/GGST/#Sol Badguy|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGST|Sol Badguy}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-GGST}}<br />
<br />
[[Category: Guilty Gear -STRIVE-]]<br />
[[Category:Sol Badguy]]</div>86.140.10.11https://www.dustloop.com/wiki/index.php?title=User_talk:Shtkn&diff=152078User talk:Shtkn2020-04-26T19:48:59Z<p>86.140.10.11: add signature</p>
<hr />
<div>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).<br />
<br />
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.<br />
<br />
Thanks for your time.<br />
<br />
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<br />
(i dont know how this messaging works!)<br />
<br />
==Moveset subpages deletion==<br />
Due to this move, I must ask. For the BBCPEX and BBCF character pages, how will Overdrive be integrated in the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 12:24, 3 February 2016 (PST)<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 13:44, 3 February 2016 (PST)<br />
<br />
So then, for the CPEX ones, it's just placing the table on the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 20:32, 3 February 2016 (PST)<br />
<br />
yes, right above the move list. I forgot to move them, but I'll try to add them in later today. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 February 2016 (PST)<br />
<br />
== Axl 5D ==<br />
<br />
The image used for [http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Axl_Low 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, [[User:LaziestNameEver|LaziestNameEver]] ([[User talk:LaziestNameEver|talk]]) 21:21, 28 May 2016 (PDT)<br />
<br />
Ah, thanks for noticing, pretty glaring error haha. i'll have it fixed in the next few days<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 00:46, 31 May 2016 (PDT)<br />
<br />
== Slayer bite ==<br />
<br />
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. [[Special:Contributions/81.155.74.148|81.155.74.148]] 20:26, 12 October 2017 (UTC)<br />
<br />
I got the value 180F from the 4gamer wiki. I'm not fluent in japanese, so maybe i misinterpreted it.<br />
http://www.4gamer.net/guide/ggxrd/031723018/#table_result_11<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:07, 12 October 2017 (UTC)<br />
<br />
Sure, here's some of the relevant lines of the bite script:<br />
SLOT_4 = 198<br />
sprite('sly406_03', 3)<br />
sprite('sly406_04', 4)<br />
sprite('sly406_05', 4)<br />
sprite('sly406_06', 3)<br />
sprite('sly406_07', 3)<br />
"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.<br />
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).<br />
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? [[Special:Contributions/81.155.74.148|81.155.74.148]] 22:39, 12 October 2017 (UTC)<br />
<br />
<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 23:23, 12 October 2017 (UTC)<br />
Sure, I'm on discord as #### if you want to find me, (I do respond here right?) --[[User:Manta|Manta]] ([[User talk:Manta|talk]]) 10:51, 10 November 2017 (UTC)<br />
<br />
== DBFZ Assist Cooldown ==<br />
<br />
Given that assist cooldown is universal, shouldn't that field be removed from the tables? Problem would be to find what could replace it. [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 22:36, 24 April 2018 (UTC)<br />
<br />
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?<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:40, 24 April 2018 (UTC)<br />
<br />
==Rips==<br />
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.<br />
<br />
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.<br />
--[[User:Johhny|Johhny]] ([[User talk:Johhny|talk]]) 19:53, 17 June 2018 (AKST)<br />
<br />
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<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 06:29, 18 June 2018 (UTC)<br />
<br />
==Creating a wiki account?==<br />
<br />
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?<br />
<br />
-Prospective Contributor<br />
<br />
You'll need to send me your desired username and email address, let me know how you can send it to me<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 17:21, 30 August 2018 (UTC)<br />
<br />
I can send it through Discord. I sent you a friend request. I'm ####.<br />
<br />
== Nappa's Saibamen section? ==<br />
<br />
I don't know what I messed up? It's broken now but I don't see where I went wrong.<br />
<br />
Fixed it, the you used the full frame data for 214M/H (FrameData-DBFZ) instead of the shorter list (AttackData-DBFZ)<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 March 2019 (UTC)<br />
<br />
== Series Traits Page for BBTAG ==<br />
<br />
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)?<br />
<br />
Some are universal to certain series (not all of them) and even certain characters that has other series’ traits outside their home series like {{4}}{{A}} (non-Smart Combo & Smart Combo), Same Moves (some has different properties like Gordeau’s Assimilation (not the special moves {{B}} and {{C}} 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.<br />
<br />
https://www.gamecrate.com/blazblue-cross-tag-battle-beginner’s-guide-–-breaking-down-unique-mechanics-each-faction/19352<br />
<br />
[[Special:Contributions/139.194.88.120|139.194.88.120]] - 10:27, 24 March 2019 (PDT)<br />
<br />
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?<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 07:41, 24 March 2019 (UTC)<br />
<br />
== AttackData and FrameData ==<br />
<br />
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.<br />
<br />
Is it possible to just merge the two? I think the problems with editing frame data right now are:<br />
* People don't see the small notice at the bottom so they don't know where to go.<br />
* Thus leading to them mistaking the "Description|7|text=" as attack startup for some reason...<br />
* 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.<br />
<br />
If you can guide me or attempt one example page, I can do the rest of the DBFZ section. But my ideas are:<br />
* 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.<br />
* 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?<br />
* "Description|x|text=" automated like back when it's only "description="<br />
<br />
<br />
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).<br />
<br />
I think I can do something for the description stuff by making description templates for each game, might take a bit.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 16:23, 10 April 2019 (UTC)<br />
<br />
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...<br />
<br />
== I need help with gatling explaining. ==<br />
<br />
In DBFZ, 5L and 2L can only be done a total of twice per string. So 5L 5L, 2L 5L, 2L 2L etc.<br />
<br />
But some characters only have 1 5L or 1 2L, some actually have 2 5Ls but it's only unlocked through clashing.<br />
<br />
I tried to make it simple by writing it out like this:<br />
<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
<br />
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<sup>[1]</sup> and 2L<sup>[5L, 2]</sup> at the same time, aka they only have 1 5L and 2 2Ls.<br />
<br />
This has been bothering me for a long time and I'm just not good enough with my words to properly explain it.<br />
----<br />
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.<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 19:03, 26 September 2019 (UTC)<br />
----<br />
Let me give a better example.<br />
<br />
So say like a character has 5L<sup>[1]</sup> and 2L<sup>[5L, 2]</sup>. It should mean they can only do 5L > 2L, 2L > 5L, and 2L > 2L. 5L > 5L isn't possible.<br />
<br />
But this description I wrote<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
Implies that 2L<sup>[5L, 2]</sup> means 5L can also be done twice per string.<br />
<br />
Here's another one: I want "X and Y<sup>[X]</sup>" 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.<br />
<br />
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. --[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 19:22, 26 September 2019 (UTC)<br />
----<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:58, 26 September 2019 (UTC)<br />
<br />
== Guide on how to read BBCF hitstun/untech ==<br />
<br />
I think I have a pretty good idea of what they mean but I just wanna make sure I fully understand them.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Also if there were a move that causes ground slide on grounded opponent, would you write "Launch" in Hitstun or something else?<br />
<br />
Thanks in advance.<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 11:49, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 12:51, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
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?<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 13:31, 12 November 2019 (UTC)<br />
<br />
== Comparisons to previous games ==<br />
<br />
I noticed in the GG Strive character pages so far, they are full of comparisons to Rev 2 like:<br />
<br />
- "It has more range than the previous game"<br />
<br />
- "In the last game, it caused ground bounce for a combo"<br />
<br />
- "No longer hits overhead"<br />
<br />
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.<br />
<br />
What would you think about a guideline against this?<br />
[[Special:Contributions/86.140.10.11|86.140.10.11]] 19:48, 26 April 2020 (UTC)</div>86.140.10.11https://www.dustloop.com/wiki/index.php?title=User_talk:Shtkn&diff=152077User talk:Shtkn2020-04-26T19:46:58Z<p>86.140.10.11: /* Comparisons to previous games */ new section</p>
<hr />
<div>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).<br />
<br />
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.<br />
<br />
Thanks for your time.<br />
<br />
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<br />
(i dont know how this messaging works!)<br />
<br />
==Moveset subpages deletion==<br />
Due to this move, I must ask. For the BBCPEX and BBCF character pages, how will Overdrive be integrated in the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 12:24, 3 February 2016 (PST)<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 13:44, 3 February 2016 (PST)<br />
<br />
So then, for the CPEX ones, it's just placing the table on the main page? [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 20:32, 3 February 2016 (PST)<br />
<br />
yes, right above the move list. I forgot to move them, but I'll try to add them in later today. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 February 2016 (PST)<br />
<br />
== Axl 5D ==<br />
<br />
The image used for [http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Axl_Low 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, [[User:LaziestNameEver|LaziestNameEver]] ([[User talk:LaziestNameEver|talk]]) 21:21, 28 May 2016 (PDT)<br />
<br />
Ah, thanks for noticing, pretty glaring error haha. i'll have it fixed in the next few days<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 00:46, 31 May 2016 (PDT)<br />
<br />
== Slayer bite ==<br />
<br />
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. [[Special:Contributions/81.155.74.148|81.155.74.148]] 20:26, 12 October 2017 (UTC)<br />
<br />
I got the value 180F from the 4gamer wiki. I'm not fluent in japanese, so maybe i misinterpreted it.<br />
http://www.4gamer.net/guide/ggxrd/031723018/#table_result_11<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:07, 12 October 2017 (UTC)<br />
<br />
Sure, here's some of the relevant lines of the bite script:<br />
SLOT_4 = 198<br />
sprite('sly406_03', 3)<br />
sprite('sly406_04', 4)<br />
sprite('sly406_05', 4)<br />
sprite('sly406_06', 3)<br />
sprite('sly406_07', 3)<br />
"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.<br />
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).<br />
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? [[Special:Contributions/81.155.74.148|81.155.74.148]] 22:39, 12 October 2017 (UTC)<br />
<br />
<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 23:23, 12 October 2017 (UTC)<br />
Sure, I'm on discord as #### if you want to find me, (I do respond here right?) --[[User:Manta|Manta]] ([[User talk:Manta|talk]]) 10:51, 10 November 2017 (UTC)<br />
<br />
== DBFZ Assist Cooldown ==<br />
<br />
Given that assist cooldown is universal, shouldn't that field be removed from the tables? Problem would be to find what could replace it. [[User:GunBlaze|GunBlaze]] ([[User talk:GunBlaze|talk]]) 22:36, 24 April 2018 (UTC)<br />
<br />
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?<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:40, 24 April 2018 (UTC)<br />
<br />
==Rips==<br />
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.<br />
<br />
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.<br />
--[[User:Johhny|Johhny]] ([[User talk:Johhny|talk]]) 19:53, 17 June 2018 (AKST)<br />
<br />
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<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 06:29, 18 June 2018 (UTC)<br />
<br />
==Creating a wiki account?==<br />
<br />
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?<br />
<br />
-Prospective Contributor<br />
<br />
You'll need to send me your desired username and email address, let me know how you can send it to me<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 17:21, 30 August 2018 (UTC)<br />
<br />
I can send it through Discord. I sent you a friend request. I'm ####.<br />
<br />
== Nappa's Saibamen section? ==<br />
<br />
I don't know what I messed up? It's broken now but I don't see where I went wrong.<br />
<br />
Fixed it, the you used the full frame data for 214M/H (FrameData-DBFZ) instead of the shorter list (AttackData-DBFZ)<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 10:25, 4 March 2019 (UTC)<br />
<br />
== Series Traits Page for BBTAG ==<br />
<br />
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)?<br />
<br />
Some are universal to certain series (not all of them) and even certain characters that has other series’ traits outside their home series like {{4}}{{A}} (non-Smart Combo & Smart Combo), Same Moves (some has different properties like Gordeau’s Assimilation (not the special moves {{B}} and {{C}} 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.<br />
<br />
https://www.gamecrate.com/blazblue-cross-tag-battle-beginner’s-guide-–-breaking-down-unique-mechanics-each-faction/19352<br />
<br />
[[Special:Contributions/139.194.88.120|139.194.88.120]] - 10:27, 24 March 2019 (PDT)<br />
<br />
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?<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 07:41, 24 March 2019 (UTC)<br />
<br />
== AttackData and FrameData ==<br />
<br />
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.<br />
<br />
Is it possible to just merge the two? I think the problems with editing frame data right now are:<br />
* People don't see the small notice at the bottom so they don't know where to go.<br />
* Thus leading to them mistaking the "Description|7|text=" as attack startup for some reason...<br />
* 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.<br />
<br />
If you can guide me or attempt one example page, I can do the rest of the DBFZ section. But my ideas are:<br />
* 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.<br />
* 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?<br />
* "Description|x|text=" automated like back when it's only "description="<br />
<br />
<br />
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).<br />
<br />
I think I can do something for the description stuff by making description templates for each game, might take a bit.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 16:23, 10 April 2019 (UTC)<br />
<br />
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...<br />
<br />
== I need help with gatling explaining. ==<br />
<br />
In DBFZ, 5L and 2L can only be done a total of twice per string. So 5L 5L, 2L 5L, 2L 2L etc.<br />
<br />
But some characters only have 1 5L or 1 2L, some actually have 2 5Ls but it's only unlocked through clashing.<br />
<br />
I tried to make it simple by writing it out like this:<br />
<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
<br />
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<sup>[1]</sup> and 2L<sup>[5L, 2]</sup> at the same time, aka they only have 1 5L and 2 2Ls.<br />
<br />
This has been bothering me for a long time and I'm just not good enough with my words to properly explain it.<br />
----<br />
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.<br />
<br />
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. --[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 19:03, 26 September 2019 (UTC)<br />
----<br />
Let me give a better example.<br />
<br />
So say like a character has 5L<sup>[1]</sup> and 2L<sup>[5L, 2]</sup>. It should mean they can only do 5L > 2L, 2L > 5L, and 2L > 2L. 5L > 5L isn't possible.<br />
<br />
But this description I wrote<br />
:'''X<sup>[Y, #]</sup>''' = X and Y can only be done a max of # times per string total. Default is 1 time per string.<br />
Implies that 2L<sup>[5L, 2]</sup> means 5L can also be done twice per string.<br />
<br />
Here's another one: I want "X and Y<sup>[X]</sup>" 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.<br />
<br />
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. --[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 19:22, 26 September 2019 (UTC)<br />
----<br />
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.<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 22:58, 26 September 2019 (UTC)<br />
<br />
== Guide on how to read BBCF hitstun/untech ==<br />
<br />
I think I have a pretty good idea of what they mean but I just wanna make sure I fully understand them.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Also if there were a move that causes ground slide on grounded opponent, would you write "Launch" in Hitstun or something else?<br />
<br />
Thanks in advance.<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 11:49, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
--[[User:Shtkn|Shtkn]] ([[User talk:Shtkn|talk]]) 12:51, 12 November 2019 (UTC)<br />
<br />
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.<br />
<br />
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?<br />
<br />
--[[User:Kaiokek|Kaiokek]] ([[User talk:Kaiokek|talk]]) 13:31, 12 November 2019 (UTC)<br />
<br />
== Comparisons to previous games ==<br />
<br />
I noticed in the GG Strive character pages so far, they are full of comparisons to Rev 2 like:<br />
<br />
- "It has more range than the previous game"<br />
<br />
- "In the last game, it caused ground bounce for a combo"<br />
<br />
- "No longer hits overhead"<br />
<br />
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.<br />
<br />
What would you think about a guideline against this?</div>86.140.10.11