Advent Hero Posted September 23, 2007 Posted September 23, 2007 Wow, a lot of stupid questions answered answered, but I still have one. I might be here but there's over 150 pages to search though. How exactly to jump cancel. Also, what's a tech hit.
Koozebanian Fazoob Posted September 23, 2007 Posted September 23, 2007 Jump Cancel... just hit up during an attack that can be jump canceled. Some moves can and some moves can't. Tech hit... dunno, isn't that a Capcom thing?
A.B.A-can-do Posted September 23, 2007 Posted September 23, 2007 Tech hits are a capcom thing, its i believe...a small hit that counters another...? Not completely sure as I rarely pay attention to what I'm doing when I get one.
Advent Hero Posted September 23, 2007 Posted September 23, 2007 My mistake. The term I was actually look for was untechable. What is it? Also what is prorate. Sorry, I was never really goood at video game math and theology, infact I flunked out... which of Ky's move cancel. I just used A.B.A. She's easily one of the coolest characters in GG.
4r5 Posted September 23, 2007 Posted September 23, 2007 untechable time is how long you can not tech after getting hit by a move.
Advent Hero Posted September 23, 2007 Posted September 23, 2007 untechable time is how long you can not tech after getting hit by a move.Meaning I can't recover, burst, or attack. Ofcourse unless I RC/FRC?
rtl42 Posted September 23, 2007 Posted September 23, 2007 huh? you're getting hit, how the hell are you going to RC or FRC anything? also, untechability doesn't rule out bursting. also, you should've tried reading this first: http://dustloop.com/forums/showthread.php?t=372
Advent Hero Posted September 24, 2007 Posted September 24, 2007 huh? you're getting hit, how the hell are you going to RC or FRC anything? also, untechability doesn't rule out bursting. also, you should've tried reading this first: http://dustloop.com/forums/showthread.php?t=372Oh, thanks.
Sarsapari Posted September 24, 2007 Posted September 24, 2007 Is there some specific way to jump cancel into a super jump? I've been doing 29 and 27 after 2hs with millia for quite a while and seem only to hit it about 10% of the time. Thanks ahead of time!
4r5 Posted September 24, 2007 Posted September 24, 2007 you're doing it right, just make sure you go back to neutral, after 2hs. and make sure you time your superjump input closer to 2hs's jump-cancel point.
Hatred Edge Posted September 24, 2007 Posted September 24, 2007 · Hidden Hidden It could be you are not inputting the SJ fast enough or being too soft on your inputs. Try to perform the SJ input fast as possible. Try practicing super jumps by itself to get a feel for it. Its just a practice thing.
Sarsapari Posted September 24, 2007 Posted September 24, 2007 you're doing it right, just make sure you go back to neutral I think I found what I was looking for, thanks!
EclipsingBinary Posted September 25, 2007 Posted September 25, 2007 I have some questions about FRCs, so let me use Slayer's 6H as an example. According to the frame data, Slayer's 6H has a start-up of 19F, and an FRC window from 17F-18F. First of all, is this the window for the FRC input or when the FRC actually happens (which would make the input window 16F-17F, assuming FRCs are instant)? That brings me to my next question: Are FRCs instant? In other words, if I input the FRC on 17F, will I be in a neutral state on 18F? Or does it take longer? What about RCs, are they instant as well? Am I in a neutral state the frame after I input an RC? I would assume that FRCs are instant, as I have never been able to FRC Slayer's 6H and still have it hit, but I just wanted to make sure.
Hatred Edge Posted September 25, 2007 Posted September 25, 2007 FRCs are RCs just at a specific point. The timing(I use) is the blue flash. Since the FRC functions like a RC, If you perform a FRC and press nothing you will be at neutral. You can do whatever after you want FRC like for Slayer 6H FRC Mappa or Dandy Step. IMO frame data didn't help me because I have no means to "count" frames of animation in my quest to master FRCs. Frame data gives valuable info on all of the characters moves which is most needed. RCs and FRCs are instant. The frame data lists WHEN you perform the input for the FRC. If you FRC at the 17F there will be no 18F animation. IIRC the FRC point on Slayers 6HS is when his heel is near his face. If you FRC at the right point the attack will stop thus there is no 18F of animation in this case (as you thought) the 6HS will not hit. RC/FRC puts characters at neutral which allows them to do whatever afterwards. Since RCs are instant you can do Mappa RC Mappa(not recommended). RCs REMOVE ALL RECOVERY but note they do not remove blockstun.
Hellmonkey Posted September 25, 2007 Posted September 25, 2007 I want to say that all cancels give you instant recovery.
Digital Watches Posted September 25, 2007 Posted September 25, 2007 FRCs are RCs just at a specific point. The timing(I use) is the blue flash. Since the FRC functions like a RC, If you perform a FRC and press nothing you will be at neutral. You can do whatever after you want FRC like for Slayer 6H FRC Mappa or Dandy Step. IMO frame data didn't help me because I have no means to "count" frames of animation in my quest to master FRCs. Frame data gives valuable info on all of the characters moves which is most needed. What's useful about the frame data is a general concept of when the FRC is. For example, if the FRC is at 17-18F and the first active frame is frame 19, then you know that the FRC is right before the active frames start. If you're going to use the blue flash as a training tool, don't be mislead: The blue flash in training mode occurs during the FRC window of the move itself, so if it's a 2F FRC window, and you try to watch for the flash and then hit three buttons, you will never hit the FRC. You have to be hitting the buttons during the blue flash.
Alric Sanosake Posted September 27, 2007 Posted September 27, 2007 Yeah, I know I'm probably gonna get flamed for this, but I'm kinda new to this series, Accent Core is my first on I've ever owned. I played Isuka a bit, but not much. And I noticed you guys used numbers for the d-pad, and I am a bit confused on how to decipher it.
rtl42 Posted September 27, 2007 Posted September 27, 2007 read the GAMEPLAY FAQ thread, we have it stickied for people that are new around here. I want to say that all cancels give you instant recovery. ...except...?
Rift Posted September 28, 2007 Posted September 28, 2007 What's useful about the frame data is a general concept of when the FRC is. For example, if the FRC is at 17-18F and the first active frame is frame 19, then you know that the FRC is right before the active frames start. If you're going to use the blue flash as a training tool, don't be mislead: The blue flash in training mode occurs during the FRC window of the move itself, so if it's a 2F FRC window, and you try to watch for the flash and then hit three buttons, you will never hit the FRC. You have to be hitting the buttons during the blue flash. Sorry, I'm being a bit nitpicky here, but I believe the blue flash actually means it's too late. There's a white flash before the blue flash, and that is the actual FRC timing.
Hellmonkey Posted September 28, 2007 Posted September 28, 2007 ...except...? after some moves like connected baiken j.D it feels like there is a small frame of time you can't act even with the FRC, possibly hitstop.
rtl42 Posted September 28, 2007 Posted September 28, 2007 ah, yeah, i know what you're talking about. somehow, it feels different than in previous versions, but maybe that's just me @_@
Iruel Posted September 28, 2007 Posted September 28, 2007 I saw someone(somewhere) mention using FD on the dash-in throw. I've always just gone 66~ -> 5 -> 6H. The FD sounds like it'ld just be for safety. Does it give some frame/speed advantage o'er the former method?
Zerite Posted September 28, 2007 Posted September 28, 2007 You have to be moving no faster than walking speed to throw. FDing during a dash instantly stops the dash. It's normally called FD braking. It allows you to throw much more quickly.
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