Koozebanian Fazoob Posted February 20, 2006 Posted February 20, 2006 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).
The DMK Posted February 20, 2006 Posted February 20, 2006 Ah, got ya. That makes sense to me. Not to mention mix-up free is the way to be.
Manta Posted February 20, 2006 Posted February 20, 2006 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.
Harem Posted February 21, 2006 Posted February 21, 2006 It sounds like it could be one-frame jumping to me. =/
Koozebanian Fazoob Posted February 21, 2006 Posted February 21, 2006 You can't FD jump forward though (not counting run momentum), and you wouldn't really be FD jumping if someone was jumping in at you (not that I would know of anyway).
The DMK Posted February 21, 2006 Posted February 21, 2006 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?
Koozebanian Fazoob Posted February 21, 2006 Posted February 21, 2006 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.
The DMK Posted February 21, 2006 Posted February 21, 2006 Uh, I get ya, IT'S ALL COMING TOGETHER NOW!
Harem Posted February 21, 2006 Posted February 21, 2006 There is also a vid on it somewhere that while only like 15 seconds, gives the visual definition.
rtl42 Posted February 22, 2006 Posted February 22, 2006 JetEnduro made one when he was telling Lazreal how dumb Laz's Ky strats were
Honnou Posted February 23, 2006 Posted February 23, 2006 Lazrael vs Chaotic Blue This will be a match to remember. Fight.
hatorri hanzo Posted February 23, 2006 Posted February 23, 2006 whats all this talk about Lazrael? does he post here anymore? did he ever play against chaotic blue? Ive met Lazrael once at a tourney, he has a hot girlfriend.
rtl42 Posted February 24, 2006 Posted February 24, 2006 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?
Henaki Posted February 24, 2006 Posted February 24, 2006 probably changes depending on what button you're using
4r5 Posted February 24, 2006 Posted February 24, 2006 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)
Koozebanian Fazoob Posted February 24, 2006 Posted February 24, 2006 If that's for the frame data changes then it's refering to the change. It was 10+3 before, now it's 7+2. Otherwise, probably as 4r5 said.
rtl42 Posted February 24, 2006 Posted February 24, 2006 Yeah, the "->" indicates a change. Sorry, I should have said that I was quoting that from the #R -> / Changes list to be less ambiguous Thanks for the help
Koozebanian Fazoob Posted February 24, 2006 Posted February 24, 2006 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.
Kairi Posted February 24, 2006 Author Posted February 24, 2006 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
EX UmJamLammy Posted February 24, 2006 Posted February 24, 2006 That's already in the FAQ. :/ My bad, looking
Manta Posted February 25, 2006 Posted February 25, 2006 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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