HmR.kS Posted April 26, 2006 Posted April 26, 2006 I have the SBO 04 and 05. Then I have some videos named 03_SBO_GGXX_something is that SBO 03? Is SBO 03 #R or just XX?
Kairi Posted April 26, 2006 Author Posted April 26, 2006 Sbo 3 is the vids you uploaded for me remeber? You saw how rf was defeated by ogawa he like 6k frc then dust to pull of the unblockabke and dust comboed him to death it was unbelievable.
axel Posted April 26, 2006 Posted April 26, 2006 SBO3 means Tougeki 05, the 3rd Tougeki in Japan. The first semifinal match (Kindebu, Kubo, R.F vs Pachi, Ogawa, Kaqn). My favourite match in the whole tournament is R.F VS Pachi. Kairi: Actually Ogawa had screwed up the unblockable. R.F just didn't block high in time and his guard gauge was already relatively high. The funny part is what caused him the match. The bomb explosion seems out of range in the first place.
HmR.kS Posted April 26, 2006 Posted April 26, 2006 SBO3 is Tougeki 05? Oh... I thought Tougeki 05 is like SBO5 and something like that. Wow, somehow I feel like I'm a dumbass sometimes. LoL okay. So yeah I got it. o_O Thanks for clearing it up everyone :P
Kairi Posted April 26, 2006 Author Posted April 26, 2006 Ohh yeah, I just remembered I meant to post this when I got slash. Does anybody remember the change "fd pushback greatly increased" I remember freaking out about this at gamecombos and making a giant post about how this would ruin gg, and it turns out that its the complete opposite, the fd pushback is alot weaker than it was in reload. Does anyone else remember this?, I was really surprised by this.
hatorri hanzo Posted April 27, 2006 Posted April 27, 2006 Yeah i remember people shitting their pants, on how the FD pushback is to much. thought it was so stupid to cry about it. crying over nothing it's not even bad.
CrimsonDisaster Posted April 27, 2006 Posted April 27, 2006 Baiken players who are looking to land counters are more defensive and waiting for you to make the first attack, so they're usually more vulnerable to being thrown. You can also just throw her out of counters.
orka Posted April 27, 2006 Posted April 27, 2006 Yeah, or like how you can do "When Necro Get's Angry" w/ a triple half-circle forward. holy shit, that thing in your avatar is scary.
quartercirclebk Posted April 27, 2006 Posted April 27, 2006 Speaking of crazy inputs...normally I'd put this in the I-No forum, but it's kind of appropriate here ATM...I seem to remember hearing that you could dash prime I-No's air super, is that possible?
Caveman Posted April 27, 2006 Posted April 27, 2006 I-nos dash super is inputted 262664S. It is because her airsuper's input is really just 2624S so you have alot of time to mess around with dash/airdash tricks and whatnot. This is also better suited for the i-no forums
jcyl29 Posted April 27, 2006 Posted April 27, 2006 What is a CH state? What is meant by giving or losing frames on block?
Incendia Posted April 27, 2006 Posted April 27, 2006 CH is counter hit. It means that if your attack counters your opp's, he will end up getting stunned for quite a while.
Shoto Posted April 27, 2006 Posted April 27, 2006 CH State: CH = Counterhit. Every time you hit an opponent during the startup or the active time of a move, you score a Ch. This means that the bearstun is doubled, the hitstun and untechable time is increased and some moves may gain new properties, such as knockdown, stagger, wallbounce, a higher float etc.. Now some moves have CH State. That means you'll score a CH no matter at which moment during its execution you hit. This means even in their recovery. Examples: Testa planting a warrant or Eddie while flying.. ------------------ Losing frames means that the enemy can move before you, giving frames means you can move before the enemy again. Usually this is referred to a blocked hit. This is often called frame advantage or frame disadvantage. So if they say you gain frames on block, it means that after your opponent blocked that move you will be able to move before him, giving you some sort of time advantage. If some of the expressions I used are unclear, ask^^
SolxBadguy Posted April 27, 2006 Posted April 27, 2006 How do you know when your opponent is about to become dizzied?
Kadius Posted April 27, 2006 Posted April 27, 2006 How do I make Venom's Red Hail come out weird? Edit: Found it.
Chojin Posted April 28, 2006 Posted April 28, 2006 How do you know when your opponent is about to become dizzied? You have to keep track of it yourself. Chances are that if you're playing against a character with low dizzy rating and you've CH with some high dizzy move (ABA's non-mohora 6H, for example), then they're probably close to being dizzied.
Shoto Posted April 28, 2006 Posted April 28, 2006 Dust-Combos: Well, after you've landed a 5D on a standing opponent, he will be launched in the air and won't be able to recover for 29 frames. In this time you automatically do a homing jump by pressing 8 or 9, following your opponent. If you hit him in this 29 frame again, he won't be able to recover for the next 48 frames. In this time you can jumcancel every move and have access to unlimited air dashes (even that the only chara I know that can actually do at least 2 in that time is Jam). Impossible Dust Now, if you do an double jump or an air dash or use FD after you activated the homing jump, this will cancel the homing jump. But your opponent will still not be able to air tech, until the 48 Frames are over. This allows you to land and start a new combo. That's what ID Combos are based on.
lordla Posted April 30, 2006 Posted April 30, 2006 To elaborate, it's like ky's dust combo, or venom's. Venom goes, j.HS, j.HS/D, HS MS (land, the upward kicks relaunch opponent), DBC
Shadowcuz Posted April 30, 2006 Posted April 30, 2006 Dust-Combos: Well, after you've landed a 5D on a standing opponent, he will be launched in the air and won't be able to recover for 27 frames. In this time you automatically do a homing jump by pressing 8 or 9, following your opponent. If you hit him in this 27 frame again, he won't be able to recover for the next 48 frames. In this time you can jumcancel every move and have access to unlimited air dashes (even that the only chara I know that can actually do at least 2 in that time is Jam). Imposslible Dust Now, if you do an double jump or an air dash or use FD after you activated the homing jump, this will cancel the homing jump. But your opponent will still not be able to air tech, until the 48 Frames are over. This allows you to land and start a new combo. That's what ID Combos are based on. is there a video that shows how the ID is done or any examples? i sort of understand what you are talking about but the rest is a bit confusing.
tribaL Posted April 30, 2006 Posted April 30, 2006 dumb question, first of many i'm sure: when i hit 2 buttons at the same time (pk, pd, etc) a small circle expands around my character and dissapears very quickly. what the hell was it and what does it do?
AtTheGates Posted April 30, 2006 Posted April 30, 2006 dumb question, first of many i'm sure: when i hit 2 buttons at the same time (pk, pd, etc) a small circle expands around my character and dissapears very quickly. what the hell was it and what does it do? read the manual plz.
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