Chomite Posted November 18, 2007 Posted November 18, 2007 For moves (In accent core) like when venom charges a ball and shoots it or when May uses her dolphins (Where you have to hold back then forward then the move how long do you need to hold it? In some videos I see people do the dolphin thing fast and consecutively but when I try it, it seems I have to hold back for a long time. Can anyone help me or give me tips? I hope that my question is understandable... You can find it out probably in the frame data of each character or in their respective beginner's guide. Most of time, I think that it's half a second (30 frame) hold. For the combos using charging, you might want to check out May questions/guide thread. They have a helpful tip on how to do charging during combos.
DoublexEdge Posted November 20, 2007 Posted November 20, 2007 Uhhh... well, memorizing all that frame stuff is too much. I guess I wont use those moves unless i have time.... thanks for answering my question anyway.
rtl42 Posted November 20, 2007 Posted November 20, 2007 you don't have to memorize it all -- most of it becomes intuitive after you play for a long enough time, anyways. (e.g. which attacks are highs/lows, which ones are ___-invincible, which ones are slow/fast, etc.)
JEKKI Posted November 21, 2007 Posted November 21, 2007 is there a trick to doing a backdash / backstep on wakeup?? I always see the computer do it which allows them to avoid my oki... but I also see a lot of players at the arcade do it since there's two top Potemkin players in Socal and they wanna avoid that slydo head... anyways, I cant pull it off! any help?
4r5 Posted November 21, 2007 Posted November 21, 2007 Back then Back, when you wake up. You can buffer the first Back as you are waking up.
Darkhonor90 Posted November 22, 2007 Posted November 22, 2007 I got 2 questions How many frames is it till you are allowed attack after an Air Dash? How many frames does it take to go from Crouching block position to Standing block position? Does the frames allowed to attack in an air dash change for IAD's? I'm just wondering because of Air dash mixups if your blocking low and then jump and air dash and you go from low to standing how long would it take and how fast of a reaction does one need to have to block something like that
Henaki Posted November 22, 2007 Posted November 22, 2007 uhhh changing block is instant air dashes..... end when they end (im not sure if they're cancelable though). its a dash, as soon as you recover from it you can do whatever, the entire point of a dash is you can do nothing for a certain amount of frames since it moves you someplace faster. iad should be the same as just a regular air dash just however many frames it takes from jump to the first possible IAD time. you're basically asking a character specific question. it will be much easier to block an IAD Dust from faust than it would be an IAD P from Jam. so to answer your question in a nutshell: unless your reaction time sucks, you can react, you're looking way too deep into the matter, i dont think its possible to do an overhead faster than 11 frames which is roughly the average human reaction time is.
POscrub Posted November 22, 2007 Posted November 22, 2007 Darkhonor: See Airdash Startup row under the System Data (courtesy of Biologin). Most people are around 6-7F before they can attack out of an airdash. For reference, total length of Sol/Ky's airdash is 20. So about 1/3 of the way through.
Chomite Posted November 22, 2007 Posted November 22, 2007 What other characters that can use '6FRC6' dash effectively other than I-No? Do you guys think it's worthwhile to learn FRCs this way?
4r5 Posted November 22, 2007 Posted November 22, 2007 Anyone that can dash/airdash after their FRC like Johnny's Killer Joker Robo-Ky's HS Baiken's j.D etc Though what ever setup or combo you are doing may not have such tight timing, as I-No's combos, as to require you to buffer part of the dash before the FRC.
Digital Watches Posted November 22, 2007 Posted November 22, 2007 Anyone that can dash/airdash after their FRC like Johnny's Killer Joker Robo-Ky's HS Baiken's j.D etc Though what ever setup or combo you are doing may not have such tight timing, as I-No's combos, as to require you to buffer part of the dash before the FRC. I can't think of a single character that can't dash after at least one of their FRCs. Anyone want to enlighten me?
Ukyo Tachibana Posted November 22, 2007 Posted November 22, 2007 so to answer your question in a nutshell: unless your reaction time sucks, you can react, you're looking way too deep into the matter, i dont think its possible to do an overhead faster than 11 frames which is roughly the average human reaction time is. Baiken's TK Yousanzen is 9 frames startup (an example). You can "expect" it to come, but it should be nigh impossible to react to. And someone feel free to correct me if I'm wrong, but the switching guard question might be different depending on whether you are in blockstun or not (and in which case, fuzzy guard applies).
Darkhonor90 Posted November 22, 2007 Posted November 22, 2007 Baiken's TK Yousanzen is 9 frames startup (an example). You can "expect" it to come, but it should be nigh impossible to react to. And someone feel free to correct me if I'm wrong, but the switching guard question might be different depending on whether you are in blockstun or not (and in which case, fuzzy guard applies). Zappa's forcebreak overhead is also 9 frames I believe. Impossible to see =(
Ukyo Tachibana Posted November 22, 2007 Posted November 22, 2007 I can't think of a single character that can't dash after at least one of their FRCs. Anyone want to enlighten me? You can't air dash after Ky's FRC Javelin.
ไฝๅงฟๅข Posted November 22, 2007 Posted November 22, 2007 My reading comprehension must be getting worse cuz now im confused... So if this is wrong then ignore.. But umm.. Are you guys trying to say that when you say press back, to down back.. It takes a long time for the game to register you blocking low? If so that is not the case. It cant be more then a frame or so. It should be basicly instant the game recoginzeing you that you have gone from standing gaurd to low gaurd. However the game keeping your like hit box stance whatever now THAT. Is something that stays with you tilll that paticular hit stun of what you were holding goes away.... However the acctauly ablitly to block it does not change to say really. There are a few exceptions of course, say you can keep your stance if you were hit earlier and there is still amove that is able to hit you and you are still in proxemity blocking or it is able to be so, the game will keep you in that sorta "fake" stun effect, if you want it to.. To say. EDIT: Well now you go and delete your post so now my post looks weird and out of place and now the whole systme i sjust out of wack fuck now sigh ...
zer0kage Posted November 26, 2007 Posted November 26, 2007 What is FDC? It is faultless defense cancel right. If it is I can pull it off on dash brakes and 1f jumps. Still how does it work for Faust's j2K?
4r5 Posted November 26, 2007 Posted November 26, 2007 2[K]~S or whatever other button you want to use. To FD, you don't actually need to hit both buttons at the exact same time. This goes for other two button combination moves, like Burst. The game will allow you about 1 or 2 frame leeway to hit the other button. During this leeway, the move, in this case j.2K, still starts up. Basically, built into all normals, except Dust, is the ability to cancel into FD on the first couple of frames. Oh and HardSlash too, they took away the ability to FD out of HS's to prevent OptionSelecting between a FD and a Throw.
Mitsurugi Posted November 26, 2007 Posted November 26, 2007 The direction is down-back so that you have both a down direction (for the j.2K) and a back (for the 4K+S for instance), hence the FDC on Faust's j.2K would be : (air) [1K]~S
Luigi-Bo 87 Posted November 26, 2007 Posted November 26, 2007 are dp's harder in gg than capcom games
Digital Watches Posted November 26, 2007 Posted November 26, 2007 are dp's harder in gg than capcom games I'm pretty sure that the actual input is more lenient as far as speed than in most Capcom games, due to (correct me if I'm wrong) the game storing inputs for longer. However, certain DPs in the game (Ky's VT and Sol's command grab, to name two I know for sure) are more strict about not allowing you to input it as a 6236.
rtl42 Posted November 26, 2007 Posted November 26, 2007 Basically, built into all normals, except Dust, is the ability to cancel into FD on the first couple of frames. Not quite true: you can certainly FDC j.D. I'm not sure about 2D or 5D, though.
Digital Watches Posted November 27, 2007 Posted November 27, 2007 Not quite true: you can certainly FDC j.D. I'm not sure about 2D or 5D, though. 2D can definitely be FDC'd.
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