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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

Bad habit? That's why I tend to do it. I guess it would depend on the situations though, as some attacks it may be more beneficial to be in the air to block than on the ground to block... very good example is Dark Angle or Bridget's Unicycle of Fire ... if you are FDing in the air, you are essentially totally safe from mixups (barring that you run out of meter and just get hit for free).

FDing attacks in the air is generally a bad idea, because you get a lot more guard stun than otherwise.

On the other hand, IBing in the air is good news, because you get much less guard stun than normal. This is one reason why you can punish so quickly if you IB a Burst.

Edit: ALSO, it could be that the person was atempting to make an Option Selected air throw, and simple couldn't make it in time (in other words, the person times his throw to fire as late as he can and not get hit by the incoming attack, and if he didn't make it in time, he just got an air FD).

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Posted

Do remember that FDing in the air takes up tension MUCH quicker than on the ground. Although if you're riding a dark angel, most of your tension loss will still be due to FDing up to 28 hits.

Posted

Actually I thought it could be one-frame jumping too. Problem is I have no idea what that even is. Just knew the name. XD. Another stupid question, what is 1 frame jumping?

Posted

Essentially cutting off the startup frames of your jump by canceling them to a FD (it's essentially FDCing a jump). It has a minimum of 1F startup, although it technically has 2F vunerable time to it. It cuts off the part of the jump that lets you choose jump direction though, which means you only either go strait up, or slightly forward if you have some run momentum.

The dust cloud also doesn't appear behind you when you jump like that.

Posted

Lazrael vs Chaotic Blue

This will be a match to remember. Fight.

Posted

Just a small question: I was wondering what "##+##" means when reading the frame data for a move's start-up. For example:

Chokkagata Dandy (j.qcb, qcb+S) Startup 10+3->7+2, maximum stagger time 36F->41F, floats higher before spark, knockdown on air hit guaranteed

So, in the bolded text, what does it mean for the move to have "7+2" frames of start-up?

Posted

10 frames till Overdrive-Freeze-Flash

after the freeze, 3 frames till first hit

then the next two, i'm not sure. probably has someting to do with the second hit.

edit: I think I get it now.

10+3->7+2

Start-up: 10 frames(before freeze) + 3 frames(after freeze)

Active: first-hit is active for 7 frames. then 2 frames till the second hit (which is active till landing)

Posted

Yeah, the "->" indicates a change. Sorry, I should have said that I was quoting that from the #R -> / Changes list to be less ambiguous :sweat:

Thanks for the help :)

Posted

Frame advantage is positive static difference.

To put it simply, if a move causes more hit/guard stun than the move has recovery time, then the person doing the attack recovers before the person who guarded does. He has frame advantage because he can act before the defender.

To give you a better idea, imagine Player A has a move that has 5 startup, 5 active, 5 recovery. It's a level 5 move so it causes 18F of guard stun. If the move connects on the first active frame, the move still has 4 active and 5 recovery frames left. That means after 9F, Player A recovers. Since Player B has 18F of guard stun, that means Player A can act 9 frames before Player B, and thus he has a +9 static difference. Thus, he has good frame advantage.

Any move with more than 1 active frame also has a variable static difference. The best example of that is M.Bison's slide kick (c.HK). The move has pretty short recovery, but the active time is very long. If he connects close with the slide, the other person can recover from guard stun before the move ends. If he connects right before the active frames end, Bison actually gets frame advantage for the move.

Posted

Any move with more than 1 active frame also has a variable static difference. The best example of that is M.Bison's slide kick (c.HK). The move has pretty short recovery, but the active time is very long. If he connects close with the slide, the other person can recover from guard stun before the move ends. If he connects right before the active frames end, Bison actually gets frame advantage for the move.

Exactly the same as slayers 2d....exactly

Posted

You also get a similar thing with hitsun as well, for example, Ky's stun dipper's second hit will only hit as part of the combo if the first hit hits late.

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