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Old 02-06-2008, 05:25 PM   #1 (permalink)
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Default Jet Theory Compendium

[1]-Introduction
[1A]--What is Jet Theory?
[1B]--Nexus of Styles
[2]-Delay Defined
[3]-Stab Delay Techniques
[3A]--Jet Lunge & Gatling
[3B]--StabShot
[3C]--YoYoStabShot
[3D]--BlinkStabShot
[3E]--Pummeling Evade
[4]-New Frontier


[1]-Introduction

Welcome to the all-purpose guide to Jet Theory. I noticed that a lot of my old threads regarding the glitches and moves you're soon to read about were either extremely flawed or bewildering, so I decided to compile them all into this comprehensive directory. I understand that my explanations are still a bit overwhelming but I tried my best to write them so I hope you try your best to understand them. If you have any questions or ideas, please feel free to post them.

[1A]--What is Jet Theory?
Although there are countless moves and techniques that make up K-Style and D-Style, you may be surprised to learn that there are actually very few glitches involved. Many moves are based around a single glitch such as the ability to cancel a slash with a block or to dash with a gun at the top of a jump. You infuse more glitches or evasive maneuvers into that singular concept and a new move is born.

Jet Theory is an original glitch that was discovered by myself quite some time ago and is used as the basis of several moves. It is one of the very few glitches to be discovered outside of Korean GunZ and it is unknown if they are even aware of it to this day. The idea is that by setting up an active delay, you can erase certain frames from said action. If that sounds confusing, try rereading it after you've finished the "Delay Defined" section.

[1B]--Nexus of Styles
Jet Theory is a glitch that is not bound to one type of Melee Weapon. You can delay a Sword's slash in the same fashion as a Dagger's stab. Although only D-Style moves have been created using this idea, be aware that there is still the possibility of applying it to K-Style some time in the future. I do not use a Sword very often so my own personal chances of discovery are slim.


[2]-Delay Defined
For unknown reasons, there are three types of Delay referred to in GunZ. They are all easy to understand in the context of a conversation but I will still do my best to explain each in a clear and concise manner.

Firing Delay: This is the basic delay that you see when you examine a weapon's stats. It is the amount of time in which you can initiate an attack using the same weapon. To see this delay, stand still with a gun and hold down your Fire command.

Human Delay: This is the delay that measures the time between the execution of two commands. If you execute them both at the fastest speed possible, you will see an animation lock. The animation lock means you cut your human delay down to zero.

Launch Delay: This is the delay referring to when you execute an action before the game allows it to begin. You must then wait until the current action is complete before the next one can begin (automatically). There are three types of actions in this game that have their own rules of Launch Delay:
  • Zero Delay: This is an action that has no Launch Delay at all. Some examples would be the dash or a Sword's block.
  • Suspended Delay: This is an action that has an indefinite Launch Delay. An example would be switching between weapons.
  • Active Delay: This is an action with a time limit on it's Launch Delay. The longer you delay it, the more frames are erased. This is the basis of all Jet Theory. The known actions with Active Delays are Stab, Slash and Jump.

[3]-Stab Delay Techniques
All of the discovered moves and glitches surrounding Jet Theory have revolved around the stab of a Dagger. It is one of the few actions with an Active Delay which makes it very flexible and valuable. There are five known methods with which you can use to delay a stab:

Double-Stab: By stabbing twice as quickly as you can, you instantly set up the correct delay needed to ensure that only the ending frames of the second stab come out. The human delay between each click is the exact amount of stab that will exist.

Switching: Switch to Dagger and then click stab. The human delay between the switch and the click is the exact amount of stab that will exist.

Lunging:
Lunge and then stab before it ends. It is difficult to perform correctly because you must guess at how much time is left in the lunge and exactly how long the stab will last. If you stab too early, it will never come out. If you stab too late, too much of it will come out.

Hit Animation: It is true that you can delay a stab while being hit with a Sword or Dagger. However, this is the toughest method and is not recommended. The correct amount of delay needed is roughly 1.5 hits from a DBF.

Recoil/Stun:
If you hit the bad end of a block and become recoiled, it is possible to delay a stab. This method suffers from the same problems as Lunging and you must guess the correct time to stab. If you get stunned by a massive, you can also use this method.
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Old 02-06-2008, 05:25 PM   #2 (permalink)
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Default Re: Jet Theory Compendium

[3A]--Jet Lunge & Gatling
Steps: Delay Stab -> Lunge at moment of execution

To perform a normal Dagger Instafall, one must hit their opponent at the ending frames of an animation. The easiest way to do this is to force an enemy into an animation that you control. The basic idea is that you stab and follow up with a lunge during the ending frames, when the stab is coming back to your body.

Jet Lunge uses this same concept but delays a stab so that only the ending frames exist in the first place. This makes it easier to time and execute an Instafall. Your lunge may get canceled by the strike of an enemy in which case you have performed a Jet Gatling, which is still an Instafall.

YouTube - Jet Lunge
YouTube - Quick Gatling

[3B]--StabShot
Steps: Delay Stab -> Perform an action so that the stab comes out at the ending frames of said action -> Switch to Gun

Stab Cancellation is another unique glitch which is an extension of Jet Theory. It works by delaying a stab so that it comes out at the ending frames of a separate animation. The ending frames of two actions cannot exist at the same time so the secondary action removes the stab animation completely. You are then free to switch weapons while the actual effect of the stab occurs.

The three secondary actions that have been used to perform a StabShot are Dash, Jump and Basic Movement.

YouTube - StabShot

[3C]--YoYoStabShot

Steps: Stab Cancel with Dash -> Jump -> Switch -> Dash at the top of the Jump

YouTube - YoYoStabShot

[3D]--BlinkStabShot

Steps: Stab Cancel with Jump -> WASD -> WASD + Switch

Delay a Stab so that it comes out at the very top of a Jump, just like in YoYo or BlinkStep.

YouTube - BlinkStabShot

[3E]--Pummeling Evade

Steps: StabShot into Recoil

This move was originally discovered by Dakantos a long time ago but faded away as nobody knew how to explain it. It wasn't until recently that I figured out it was an early form of StabShot. The difficulty in pulling it off seems to stem from the fact that most people will go into recoil before being able to switch to a gun, which cancels the entire StabShot. You must hit an opponents block with a stab WHILE your gun is out and you should be able to shoot instantly. You can then use Glitch Evade to dodge the massive and fire off a second shot before they even know what hit them.

Video coming eventually.

[4]-New Frontier
Jet Theory is still in it's infant stages and many of the ideas that it's spawned are still under evaluation. This is the first instance in a very long time of an exciting new glitch appearing and we must make the most of it. There are still many glitches and moves to discover using this concept of negative delay that I am sure will remain hidden for much longer than you might expect. Just think of how long GunZ has been open and we're just now finding this?

Up until a few months ago, everyone thought it was impossible to cancel the stab in such a way. What's the next big breakthrough? Cancelling the lunge? Blocking with a Dagger? A legitimate lawnmower technique? Nothing is impossible with such screwed up coding. Thanks, MAIET!
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Old 02-06-2008, 05:30 PM   #3 (permalink)
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Default Re: Jet Theory Compendium

First non-Kiedo post.

Edit: I think I know what you mean with that gun dash. I was trying to find a way to do that consistently today, but I failed.
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Old 02-06-2008, 05:41 PM   #4 (permalink)
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Default Re: Jet Theory Compendium

I would sooo main d-style but I don't understand all these things...
I also don't understand how all those complicated d-style moves work either.

I can only do D-Style tactics and JSD+yoyo ._.
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Old 02-06-2008, 06:06 PM   #5 (permalink)
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Default Re: Jet Theory Compendium

Kiedo 2 pro
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Old 02-06-2008, 06:34 PM   #6 (permalink)
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Default Re: Jet Theory Compendium

Keido is 2 pro 2 b pro.
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Old 02-06-2008, 06:59 PM   #7 (permalink)
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Default Re: Jet Theory Compendium

Very nice, did my thoughts on pummeling evade help you reach that conclusion? Hope I helped, and great job!
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Old 02-06-2008, 09:44 PM   #8 (permalink)
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Default Re: Jet Theory Compendium

1) Wth is delay stab?
2) Why not just stick with Yo-yo Quarter?
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Old 02-06-2008, 09:49 PM   #9 (permalink)
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Default Re: Jet Theory Compendium

Quote:
Originally Posted by Mad Hank View Post
1) Wth is delay stab?
2) Why not just stick with Yo-yo Quarter?
Variation(unpredictability helps).. double stabs can be good at times... and situational advantages of certain movies.
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Old 02-06-2008, 10:04 PM   #10 (permalink)
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Default Re: Jet Theory Compendium

-_- Ok, but what is delay stab
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Old 02-06-2008, 10:09 PM   #11 (permalink)
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Default Re: Jet Theory Compendium

Quote:
Originally Posted by Mad Hank View Post
-_- Ok, but what is delay stab
Where you delay a stab to where it actually happens while your character is in different frames.
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Old 02-06-2008, 10:11 PM   #12 (permalink)
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Default Re: Jet Theory Compendium

I got very interested in Pummeling Evade when Daka first told me about it, glad to hear you at least figured out how its done ^^

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Old 02-06-2008, 10:11 PM   #13 (permalink)
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Default Re: Jet Theory Compendium

Noric makes my head hurt
As far as I know, nothing can be in different frames at the same time.
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Old 02-06-2008, 10:13 PM   #14 (permalink)
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Default Re: Jet Theory Compendium

Quote:
Originally Posted by Mad Hank View Post
Noric makes my head hurt
As far as I know, nothing can be in different frames at the same time.
He explained it pretty clear..
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Old 02-06-2008, 10:15 PM   #15 (permalink)
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Default Re: Jet Theory Compendium

No wait, I got it.

He said, separating the stab from your body, so that while it stabs, you can do something else, amiright?
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