Jump to content
Dustloop Forums

General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


Recommended Posts

  • Replies 2.9k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Perfect as in hitting on the last active frame? Or just meaties in general?

Posted

Last active frame of the meaty? I guess there's that (except I don't know what the advantage of that is), but also I'm curious if there's a way to practice getting them on the first frame they get up, because I want to practice an Axl meaty unblockable at the end of a corner combo that should be unavoidable if done perfectly (don't think they can even 1-frame jump from it).

Posted

Last active frame of what ever move you are trying to meaty with, is what a perfect-meaty is.

Just to clear up some definitions.

Meaty'ing a move means to connect with a move on any of its active frames other then the first. This also tends to be what happens when you lay attacks on top of people as they are getting up. They both share the same name, but is more commonly associated with the latter. We don't really have a good word for the former.

A perfect-meaty means to hit on the last active frame. The advantage of this is less recovery. (When you hit with a move, all remaining active frames become recovery frames, added on top of the original recovery frames.) Less recovery can be useful for many things. One, obviously being new combos.

When we're talking about meaty's in the okizemi sense, if you're not hitting them on the first frame out of their wakeup, then it's not a meaty. In this sense, there's no ok-meaty or perfect-meaty; it's either a meaty, or it's not a meaty.

anyways: http://www.dustloop.com/forums/showthread.php?t=5462

Posted
Last active frame of the meaty? I guess there's that (except I don't know what the advantage of that is), but also I'm curious if there's a way to practice getting them on the first frame they get up, because I want to practice an Axl meaty unblockable at the end of a corner combo that should be unavoidable if done perfectly (don't think they can even 1-frame jump from it).

I'll stop you right now to say there's technically no such thing. You can make it very, very hard, but it'll never be completely unavoidable.

Posted

U gonna backdash my Eddie puddle unblockable in the corner? ;-P

EDIT: But totally. If Eddie unblockables are really blockable in 1 frame then I guess anything is escapable?

Posted
U gonna backdash my Eddie puddle unblockable in the corner? ;-P

EDIT: But totally. If Eddie unblockables are really blockable in 1 frame then I guess anything is escapable?

Well, if anything was going to be unescapable, it'd probably be a rashou setup, since it's unblockable both on the air and in the ground (Which means you can't just hold up, since, unlike other command throws, just being in the air doesn't make you not get hit), but I'm pretty sure there's no situation where a reversal 1fJ won't get out of its way (Although a lot of setups, such as the one Stark likes, make for very weird reversal timings out of blockstun.)

Posted

I have a question on grabbing.

If someone dashes in at you while your standing or blocking, do they have the first grab chance? I'm playing Faust vs Baiken. Baiken is putting pressure on, so when I'm not expecting it she'll dash in and grab, tick throw. If I follow the pattern or predict it, can I grab before she can?

Thank you.

Posted

You have a few frames of throw invulnerability when you leave block or hit stun. In tick throw situations, you can throw before they can throw you.

Try not to get baited.

Posted
You have a few frames of throw invulnerability when you leave block or hit stun. In tick throw situations, you can throw before they can throw you.

Try not to get baited.

Thank you. I knew you couldn't get grabbed while in block stun because I'll whiff Mettakiri, trying it too quickly after a hit. I thought you could grab them first. After we played several more matches, I started catching on. I started getting the grab first and came back and once with it once.

Thanks again for confirming it. I want to make sure I have my facts down before I keep trying it. :eng101:

  • 3 weeks later...
Posted

Just watch out for sliding tickthrows. It's possible to set up a situation where you can't throw them until you're throwable, due to being outside of throw range. In situations like this, it's better to beat the tick-throw with a jab (As you always have 5 frames between leaving blockstun and being throwable)

Posted

6 frames after hitstun, you are unthrowable.

5 frames after blockstun, you are unthrowable.

it's in the guide

Posted

when your running at someone and you want to grab them do you just run slide go to neutral and 6hs or do you run fd with any button and hs?

Posted

depend on the character i use ... for eg OS & Dizzy has very fast dash skid, usually i can just 66>5>6hs... but if i play Axl... i do better 66>fd>6hs as he has longer dash skid >_>

ps: 66>fd>6hs comes faster than 66>5>6hs on whichever char u use except for certain someone who can't run >_>

Posted

i use zappa. i notice when i fd it gives visual cue for my opponent and they tech. i was thinking you could just run up and fd with hs and slash pressing hs first so if your close enough for grab you grab but if your too far you just fd? Does that work?

Posted

if u press hs first it'll not work, u can't cancel hs with fd, if u press 4/1+s+h ... i'm not sure, never try option select with fd before :vbang: ... but it might work XD

Posted

If you're really doing it fast enough, they should be getting a late tech at best by reacting to the FD. That and probably mix it up more. Sometimes run, FD, and do something that isn't a throw.

Posted
If you're really doing it fast enough, they should be getting a late tech at best by reacting to the FD. That and probably mix it up more. Sometimes run, FD, and do something that isn't a throw.

Hadn't really thought about that! Good point! Do you think for zappa its better to 66 then 4/1 or do you just let the skid kinda do its animation then 6HS?

Posted
Hadn't really thought about that! Good point! Do you think for zappa its better to 66 then 4/1 or do you just let the skid kinda do its animation then 6HS?

I'm not an experienced Zappa player, and thus can't answer your question. I do know that Zappa is not lower-body-invuln. during the slide after his run (Like Baiken is), but that's about the extent of it. Probably a better question to ask over at the Zappa forums, and even more specifically, this thread.

This also goes for anyone else who has a character-specific question: We have individual character forums for a reason. While you'll probably get some kind of answer here, the answer your question will get there will probably be much better, more accurate, informed, etc.

  • 2 weeks later...
Posted

I feel dumb asking this because it's probably been covered somewhere else before by now (because you guys always import and know everything about each game at least six years before I actually get to play around with my American copy) but I did a bit of searching and didn't immediately see it, so....

Are Kliff and Justice still broken in AC+? I know they have FBs and stuff now so clearly some work has been done on their movesets, but that doesn't mean they've actually been brought in line with the rest of the cast, does it? (Then again, at the super-low-end newbie level me and my friends play, Potemkin is all but broken, so what do I know.)

Edit: Also, any chance on getting Kliff/Justice added to the frame data page?

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...