furix Posted April 20, 2006 Posted April 20, 2006 No, when he goes into DI mode thing, catch him in a combo, you should have enough bar to prolong it beyond necesary, well usually most combos are big anyways. It really depends on who you are using. When your combo ends he will probably be out of DI mode already(it always happens with me). Then you get another free combo!
hatorri hanzo Posted April 20, 2006 Posted April 20, 2006 Finally beat H.O. SoL with Potemkin after like 50 tries. It's hard to combo him while he goes into his DI cuz if he hits you, you will be staggered for like 1 minute until he hits you. To hard i think im going to have to take it off maniac mode, so i can beat him easier.
shinquickman Posted April 20, 2006 Posted April 20, 2006 Question: I was playing GGXX/ on console with my friend today. He was Ky and I was I-forgot-who. I was in the air when he 5D me and Impossible Dust appeared. So what's up with that? I'm sure I was in the air when he 5D'ed me. Happened to me too. I was Anji and I beat out a Ky's RTL with 5D and then the dust effect happened. Unless RTL is not airborne (which it should be) I dunno what was going on. Maybe it's a glitch that could be put on the glitches thread?
Koozebanian Fazoob Posted April 20, 2006 Posted April 20, 2006 Pretty sure RTL is on the ground unless you specifically do it in the air.
HmR.kS Posted April 20, 2006 Posted April 20, 2006 So what's up with the Impossible Dust even though I was in the air when he 5D'ed me?
Incendia Posted April 20, 2006 Posted April 20, 2006 It wasnt ID it was normal 5D followup animation iirc. But ya the glitched surprised me too. Hatorri, OS is like Gold Sol in th old #R Mission 100, he succumbs to Oki alot. Defeated him on Maniac with Ky, i just spammed 6HS Oki KD
HmR.kS Posted April 20, 2006 Posted April 20, 2006 The followup red background from a 5D isn't called an Impossible Dust? Anyway, I have yet another question. Can people be thrown when in guardstun(blockstun) and/or hitstun?
Incendia Posted April 20, 2006 Posted April 20, 2006 ID is when you hit 5D normally but you prevent the red background from appearing iirc.
Shoto Posted April 20, 2006 Posted April 20, 2006 Can people be thrown when in guardstun(blockstun) and/or hitstun? No, there is no game I know where someone in blockstun could be throw.. that would be pretty sick.. any frame advantage move would be a guaranteed throw setup^^ ..and the only game where you can throw someone who is in hitstun is afaik KOF.. So in GG you can't be thrown while in hit- or blockstun.. but you can be thrown out of staggers or when you are in dizzy state. Furthermore every move that is airborne is immune to groundthrows. Considering air throws, you only can be thrown if your about the same height of your enemy or a higher.. If you're a certain amount lower than him, his throw won't connect. ..so the best positioning for an air throw is lower than your opponent, so you can throw him, but he can't throw you. You have to experiment a bit until you get the right positioning. Furthermore some moves have throw invincibility on some frames, even that the chara is not airborne while doing it.. (for example the 6K of Order SOL [first 21 frames], or most DAAs) And the first 7 frames after you got up from a knockdown, you can't be thrown. Another thing to mention, is that some throws even have properties that only activate if they score a CH.. but the only way that a throw gets a CH is through a blinking guard gauge.. (try it with Robo Kys standard throw (6H) to see what I mean) that's it about throw properties..
HmR.kS Posted April 20, 2006 Posted April 20, 2006 Wow cool... There are lots of things i still don't know about. So your post was really helpfuL! :D thanks a lot!
Fenrir Posted April 20, 2006 Posted April 20, 2006 Slayer can bite you while you're in hitstun... I dunno if that counts... Like 5HS->Bite
Maho Posted April 20, 2006 Posted April 20, 2006 Slayer's 5HS causes stagger, that's why you can bite him afterwards.
Manta Posted April 20, 2006 Posted April 20, 2006 It wasn't made entirely clear in the post about throwing, but you can airthrow someone in hitstun (i.e. falling through the air). Anji's On and Potemkin's Heat knuckle are considered airthrows for the purposes of connecting.
4r5 Posted April 20, 2006 Posted April 20, 2006 I wouldn't count those as throws. More like unblockable strikes, that only hit air.
HmR.kS Posted April 20, 2006 Posted April 20, 2006 It wasn't made entirely clear in the post about throwing, but you can airthrow someone in hitstun (i.e. falling through the air). Anji's On and Potemkin's Heat knuckle are considered airthrows for the purposes of connecting. By "you can airthrow someone in hitstun", do you mean even normal air throws? Or do you mean specials like, what you said, Heat Knuckle? EDIT: I have ANOTHER question, lol: If my attack is still in the startup frame, and someone poked me out of it, is it considered as a CH? And, are there any circumstances where I poke out an attack and someone poke me out of it will NOT result in CH? And, my previous question which was "How come red background appear when Ky (In GGXX/) 5D'ed me while I am in the air?" not answered so I thought I would post it here again... Thanks people! EDIT: ANOTHER Question: I was wondering if you could mash out of Slayer's ground throw before he kicks you... Since there is a wag-your-joystick motion to the first part of his ground throw. Has anyone done it before or is it impossible to do?
Koozebanian Fazoob Posted April 20, 2006 Posted April 20, 2006 On/Heat/HPB/Necro aren't throws, just unblockables. You can connect any of these moves while someone is in guardstun as well.
Manta Posted April 20, 2006 Posted April 20, 2006 That's interesting. They always looked like throws to me. Yes, Normal air throws can be used as part of a combo. This was exemplified brilliantly in a showoff vid I saw "Crazy sunshine" where he demonstrated a robo-ky combo which had 3 air throws in it. As for counterhits, I believe that a move is CHable from the moment you finish the input until the last active frame. The red background thing may be because that the Code only checks if the dust actually hits to make the screen red, even if you're in the air. However, you generally only see it when its a proper dust launch as the red screen will only appear after the 'camera' moves up a certain height. So if you were knocked high enough while you were in the air, then you may have seen the red screen. This is just my theory.
Koozebanian Fazoob Posted April 20, 2006 Posted April 20, 2006 No, that's something different. It's just a glitch where if you throw somebody exactly (or close enough) to when they tech, it counts as another hit in the combo instead of resetting the counter. You can also do it with ground throws, but it's much harder. It's not really a combo.
Senix Posted April 20, 2006 Posted April 20, 2006 It counts as a combo but does reset the combo counter. They added that feature in #Reload.
Shoto Posted April 21, 2006 Posted April 21, 2006 Yeah, If you air throw someone in the first frame after his tech, it count's as combo hit. The only defence against it is to tech a little bit later than expected But the air throw does the full damage if I remember right..
Shoto Posted April 21, 2006 Posted April 21, 2006 As for counterhits, I believe that a move is CHable from the moment you finish the input until the last active frame. I second that.. But furthermore there are some moves that have some sort of counterhit state property, what means if you hit the chara at any time during that move (even in the recovery) you'll score a CH.. Examples: Testa planting a warrant or Eddie while flying..
Shoto Posted April 21, 2006 Posted April 21, 2006 It counts as a combo but does reset the combo counter. They added that feature in #Reload. Does that mean it reset the Guard Gauge? Or the number of hits taken, so that the time until the recovery is back to normal for the next hit?
axel Posted April 21, 2006 Posted April 21, 2006 If Potemkin FRC his 2HS, can 2HS still hit his opponent? I remember his 6HS FRC will not hit, but not too sure about 2HS FRC.
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