4r5 Posted December 13, 2006 Posted December 13, 2006 Each move is assigned a level between 1 and 5. Level determines the amount of blockstun and hitstun a move applies. The higher the level; the more stun. Here a handy chart I like to throw around. Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F
Fenrir Posted December 13, 2006 Posted December 13, 2006 Are there any instances where a full tension combo would end up granting you enough tension to throw in an additonal FRC for a 125% tension combo?
Kayin Nasaki Posted December 13, 2006 Posted December 13, 2006 Only really in a situation where you could nail 2 over drives, as they don't impose a tension gain penalty. Maybe like... Ky doing a drain out double Sacred Edge combo? He couldn't even use the extra tension in a combo.. he'd (if he's lucky and they didn't go out of range) possibly be able to sweep and lay down a CSE FRC. So pretty much "no" I guess.
Koozebanian Fazoob Posted December 13, 2006 Posted December 13, 2006 I think it's possible for Potemkin to do one or two 125% combos because Potemkin Buster and Heat both take a long time and give you a lot of tension. Can't remember any specifics though.
poon Posted December 13, 2006 Posted December 13, 2006 Are there any instances where a full tension combo would end up granting you enough tension to throw in an additonal FRC for a 125% tension combo? Jam has 150% tension combos that are practical but pretty difficult im working on 150% meter combos with slayer
CrimsonDisaster Posted December 13, 2006 Posted December 13, 2006 I think it's possible for Potemkin to do one or two 125% combos because Potemkin Buster and Heat both take a long time and give you a lot of tension. Can't remember any specifics though. Stun combos, maybe? Eating the Jam ULTIMATE COMBO looks awesome, but it kinda sucks that I will probably lose that round.
rtl42 Posted December 14, 2006 Posted December 14, 2006 the only 125%-tension combo i recall seeing was a 118-hit loop on Pot from ABA in Isuka lol.
maxbenoit Posted December 14, 2006 Posted December 14, 2006 I've seen crazy videos that take advantage of Faust's chocolate, go over the 100% limit. It was actually posted on dustloop a while ago.
Shoto Posted December 14, 2006 Posted December 14, 2006 125% Combos? That would be sick shit.. I mean after an RC or FRC you get 4 seconds in which your tension builds only at 20%.. maybe it works better with ODs as they (afaik) do not have that decreased tension build period. But if there is such stuff I'd love to see it^^
Koozebanian Fazoob Posted December 14, 2006 Posted December 14, 2006 I bet Venom could do it with the right initial ball formation and a Dark Angel or two. Maybe try something like this ... H.DC>K, Dark Angel, 669 j.K (K.hit), 66 S H |> S(1) S.Carcass, 66S(2) H S.Stinger (H.hit), H.Ball, Dark Angel, K.Ball, 669 j.K, 66 j.S H |> S(1) S.Carcass, 66S(2) H H.Stinger FRC yams yams yams Not sure about the pushback on it though. Might get too large for the second close Carcass to work. If I actually had Slash I would try it. :|
Hatred Edge Posted December 15, 2006 Posted December 15, 2006 So yeah I got a stupid question...tiger kneeing. I know what it is like Tking Johnny's Ensenga(412386+HS) but I wanna know if all aerial moves that use the 236 or 214 command within their inputs like Sol/HOS Bandit Revolver can be TKed? Is it possible to TK moves that use the 623 inputs like Volcanic/Storm Viper? Yeah I know their stupid questions and somebody somewhere answered this SOMEWHERE but this thread is 133 PAGES long!
Koozebanian Fazoob Posted December 15, 2006 Posted December 15, 2006 Any air move can be TKed because a TK is just doing an air move low to the ground. Some have easier or harder motions. The only exceptions are moves that specifically do not let you do them until you are a certain distance from the ground. Axl's air 63214S move is like that.
axel Posted December 15, 2006 Posted December 15, 2006 Does anyone here ever counter-burst when you get bursted?
Koozebanian Fazoob Posted December 15, 2006 Posted December 15, 2006 If you mean get hit and then blue burst back, I do it every now and then. You don't really want to do it, you might as well just jump and block. But if you can't, some times it's not a bad choice. For example, if I Carcass someone in the corner with Venom and they burst and I eat it, I counter blue burst and throw Dark Angel. :/
GhostSummoner Posted December 16, 2006 Posted December 16, 2006 Does anyone know how bank transfer work doing them from like western union to get guilty gear xx: slash?
HmR.kS Posted December 16, 2006 Posted December 16, 2006 I THINK counter-burst is an offensive term. Not as in it's rude or what but the opposite of defensive. I think it's where you see the person you're pressuring/comboing trying to blue burst and you react by bursting also. But you will be gold bursting.. so yours will hit and his will not and you get 100% tension~ ^^
4r5 Posted December 16, 2006 Posted December 16, 2006 Does anyone know how bank transfer work doing them from like western union to get guilty gear xx: slash? This one shouold probably go here. And are you still trying to figure out how to use a money order? When I had to use a money order, I took my 200 bucks, walked over to 7-eleven, asked for a money order and gave them my money. Then mailed my money order to where it had to be.
zer0kage Posted December 16, 2006 Posted December 16, 2006 · Hidden Hidden Does anyone know how bank transfer work doing them from like western union to get guilty gear xx: slash? Ermmm dude. This thread is for dumb game play questions.
Wirya Posted December 16, 2006 Posted December 16, 2006 Each move is assigned a level between 1 and 5. Level determines the amount of blockstun and hitstun a move applies. The higher the level; the more stun. Here a handy chart I like to throw around. Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit +0F +1F +1F +1F +1F Air Hit +0F +0F +0F -1F -1F Counter Hit +0F +2F +4F +8F +12F Block Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standard Guard 8F 10F 12F 15F 17F Faultless Defense +2F +2F +2F +2F +2F Instant Block -2F -3F -3F -4F -4F Air Standard Guard +4F +4F +4F +4F +5F Air Faultless Defense +6F +7F +8F +8F +9F Air Instant Block -2F -2F -2F -3F -3F I think the amounts of extra hitstun of ground CH and air CH are different. For example, Slayer's 5P. When we hit an aerial opponent with it, we can't combo into 6H afterwards. But if it's a CH, a combo into 6H is guaranteed afterwards. This won't be possible if the extra hitstun of air CH of lv.1 move is +0.
4r5 Posted December 16, 2006 Posted December 16, 2006 Hmmm.. yes, something here is wrong. I got the chart from rc.com's #r charts. Maybe the chart is obsolete. That would be a shame. I've been throwing it around a lot. Looks like 7 or 8 frames are missing from somewhere.
Timy Posted December 16, 2006 Posted December 16, 2006 It has been my experience that some moves have extra hit stun, especially in the air. Slayer's 6P would almost definitely be one of those.
4r5 Posted December 16, 2006 Posted December 16, 2006 Frame data doesn't have any speacial notes about Slayer's 5P doing additional stun on air counter hit. I could be that the frame data is incomplete, but I'm finding the numbers aren't adding up correctly else where. For example, Eddie's CH 5P-2HS, acording to the chart, shouldn't combo. This is leading me to belive something is wrong with the chart. I just browsed through my backup of gamecombo's website, and they have a similar chart. It would seem that romancancel's chart is missing an entire row for Air Counter Hit. So well, that's that. Here's how it should be Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F Thank you for bringing the error to my attention. Glad we could get it fixed. Now I gotta go back an edit all my posts -_-
rtl42 Posted December 16, 2006 Posted December 16, 2006 maybe you could figure out what the mysterious Lv5 CH frame bonus is, too? :D
4r5 Posted December 16, 2006 Posted December 16, 2006 Fine, I'll look in to it. Some quick observations. Haven't found a ground move that hits high enough to allow a person to tech on air counter hit. There aren't many air moves that are lvl5 and don't have additional properties. ABA's crazy mode (either one) j.HS is lvl5 with no additional prperties. Hitting Eddie at the peak (or the best I could manage) of his jump, he wasn't able to tech till just before hitting the ground. Won't be able to get an exact number till I install this capture card, and then count the frames. Using PC #r and the Sprite Ripper Hack to rip each frame. With Eddie using Little Ed S, I'm counting 63 frames. Counting from the 0 frame being the frame of contact, up to the 63rd frame being the frame of recovery. +63f(?) 63 doesn't sound right. I must be doing something wrong, or missing something.
Zakuta Asura Posted December 17, 2006 Posted December 17, 2006 Looking at the constant data with all the CH's, seems like the Lv5 air CH is +19F.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now