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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

So, for Johnny's KH the correct input is: K then 8 upon hit or block then H? So that after the H I can jump cancel? But I have to press H after 8 fast enuff so I don't jump after K to enable the jump install right?

Can you air jump install?

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Posted

K then 8, the really fast H. The 8 and H will almost be at the same time. And you would have done the jumpinstall, BUT that won't let you jumpcancel from a H, that's not what jumpinstall does. What jumpinstall will let you do is doublejump/airdash from a DBT>DB(frc).

Posted

"meaty - causing an attack to hit midway into its attack duration in order to decrease the period of time between impact and the natural end of the attack, giving the opponent less time to recover before following up with another attack; most commonly performed after a knockdown "

Taken from Majestro's site, www.sonic-hurricane.com. He's a got a great guide for SF terminology (which is applicable to most other 2D fighters) under articles, SF encyclopedia

As for the uses, I'm sure you're familiar with them, but I'll type it out anyways

Well timed meaties give you a fair chunk more frame advantage than usual, either making unsafe moves safer, safer moves really good setups, making normally hard links easy, allowing for otherwise impossible links, etc. Meaties also ensure that if the other guy wakes up with anything other than wake up throw, moves that are instantly invincible (backdashes, DP's, some supers, etc.) or block, they'll get nailed. For example, everyone's favourite meaty, Ky 6HS. Recovered fast enough to dodge dragon punches, and if they blocked it, you could do whatever you wanted.

I personally find meaties more useful in CvS2, but that's cuz it's my main game, and there's a whole lot more links in that game, plus there's a lot more moves that stick out for a long period of time.

Posted

There's everything BUT an anime.

You tricked me! This isn't gameplay related!

Posted

Because the thread is too long I haven't read it. I hope my really noob question hasn't been asked yet.

It is about jump cancels. I play with Baiken and I am trying this combo in #R - 6HS->2D->tatami->jc->S->D

In training mode somethimes it works, sometimes Faust can recover before the S can hit him. It should be from that jc after the tatami.

So, please explain me how exactly jc-s are done. I mean is there a strict timing (something like FRC-ing) and everything concerning them.

Posted
There's everything BUT an anime.

You tricked me! This isn't gameplay related!

yeah but its a quote from this thread where do you get the manga?

Posted
Because the thread is too long I haven't read it. I hope my really noob question hasn't been asked yet.

It is about jump cancels. I play with Baiken and I am trying this combo in #R - 6HS->2D->tatami->jc->S->D

In training mode somethimes it works, sometimes Faust can recover before the S can hit him. It should be from that jc after the tatami.

So, please explain me how exactly jc-s are done. I mean is there a strict timing (something like FRC-ing) and everything concerning them.

Cause you don't JC the tatami. You CAN'T. You have to FRC the tatami.

Posted

You don't HAVE to FRC the Tatami. You can hold up and you'll jump as soon as you've recovered from the Tatami. However, you have to actually time the j.S to go off right after you jump. There is no easy way to do it, you just learn the timing.

BTW, there is a SEARCH tool, you can search threads or forums. It's quite good so I recommend you use it before you post a question.

Also this is a Baiken related question so it's a better idea to put it into the Baiken forum if you can. No big deal though.

Posted

DAA=Dead Angle Attack. If you've got at least 50% tension, you can use it to "interrupt" an attack while you block. While you're blocking, press 6(forward) and two buttons simaltaniously to use it.:eng101:

Posted
Is doing a super jump like the dust homing jump? I suspect them to be the same but I need clarification......

No, Dust homing jump is just 'up', where as super jump is 'down up'. They also aren't really the same thing at all, since homing jump gives the property of giving all normals jump cancels for X number of frames. Homing jump also still gives you your extra double jump once the homing part is over.

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