Nhur Posted April 24, 2008 Posted April 24, 2008 hi guys I need your help. I am making in our spanish forum a guide for new players, I am trying to explaing how runs the game, examples of a hitbox like this http://i160.photobucket.com/albums/t166/Shura30/takuma-4-2002.gif ,frames etc. Im looking in Google info about it but i dont know what words use (in english) for get really info about that, i only have found this link: http://virtuafighter.com/view.php?section=vf4&file=vf4ft_frames_guide.html and the picture of before, will be great foun one of them talking about GG I think that is good know how is the game for understand how important is make pokes, crossups etc... thanks X.x
Honnou Posted April 24, 2008 Posted April 24, 2008 defensive OS in accent core (only on self wakeup): 4+S+HS ~ K or P. I see what you're trying to do, but I thought 4+S+HS = Slash back.
excelence Posted April 25, 2008 Posted April 25, 2008 afaik u can't slash back on the first +/-10(forgot the exact number) frames when you wake up
Hellmonkey Posted April 25, 2008 Posted April 25, 2008 You can option select back FD and option select with some specials (well all, but a lot are basically impossible to input correctly). They removed standing and jumping HS cancelling into FD but other normals still will, and even standing HS will cancel into specials. The slash method of using j.D for air OS still works. Still the easiest way to FD OS, but only in the air and without a burst is it really usable.
Blade Posted April 30, 2008 Posted April 30, 2008 · Hidden Hidden I have a few questions regarding Faultless Defense that need answering. In most cases when I FD Guard I get Green Lightning with the funky orb-field moving backwards behind my character. But how come whenever I play training mode and set the A.I.'s guard reaction to FD it looks so much different? You just see the three glyphs appear in front or in older GGs that weird spark effect. Is there some timing involved with FD that makes a difference? Are there different kinds of FD? What's the calculation for FD anyway, how does it work? Like, say if someone were doing a Guard String on me, I FD most of it but don't FD everything yet it still doesn't register as damage...or does it? Can someone explain?
4r5 Posted April 30, 2008 Posted April 30, 2008 The computer only blocks for that 1 frame, so the green ring doesn't have time to show up. I assume. Not sure what you're asking in that last part. FD is FD. There's no instant FD or anything. If you FD a move that does chip damage, it won't do chip damage.
Digital Watches Posted April 30, 2008 Posted April 30, 2008 There's no instant FD or anything. Sengoku Basara X!
4r5 Posted April 30, 2008 Posted April 30, 2008 But I won't be using it 'cause I can os-parry! Or I'm Evil-Johnny and I just hold back while mashing buttons
Blade Posted April 30, 2008 Posted April 30, 2008 · Hidden Hidden Well it just seems like FD has different effects depending on the level of the hit...that's basically what I'm thinking. Like, if it's a Level 5 hit, FD stays out longer or something...I dunno...
4r5 Posted April 30, 2008 Posted April 30, 2008 oh, that's hitstop. higher level moves have more hitstop.
Koozebanian Fazoob Posted April 30, 2008 Posted April 30, 2008 The computer only blocks for that 1 frame, so the green ring doesn't have time to show up. I assume. The green ring will show up even if you only tap the button for 1F. It always makes that 'pop' effect after you let off anyway. The FD in training mode is just glitchy, as it's always been.
Digital Watches Posted April 30, 2008 Posted April 30, 2008 oh, that's hitstop. higher level moves have more hitstop. Well, that and blockstun. Higher level moves leave you in more blockstun, and it's more noticeable with FD, since that leaves you in more blockstun in the first place. With combined hitstop (starting at 11F, 1F extra per level, I'm not sure how much lv. 6 moves do or whether or not it's standard) and blockstun (On FD, it's about 2-3F extra per level, starting at 11. Again, Lv.6 is non-standard, so it varies from move to move), it can make a move look like it takes around a half a second between the connect and you being able to move again (While hitstop allows for buffering, both characters are frozen, so there's no effective frame advantage unless it's a projectile). Note: All of this information is in the handy-dandy guide on the front page! Also: Has anyone figured out whether there's a standard way in which hitstop/stun applies to the values for lv.6 moves as listed in the frame data? I assume that the blockstun values given there refer to normal guarding, but surely FD and IB and such affect it in some way. Should I just assume the typical 3-4 frame standard deviation, or is it different?
Digital Watches Posted April 30, 2008 Posted April 30, 2008 I think Level 6s are counted as level 5s IIRC. Yeah, Lv.5+move-specific extra stun. I'm wondering how it applies to FD/IB/Airblocking/Air FB/IB.
4r5 Posted April 30, 2008 Posted April 30, 2008 I would guess the blockstun adjustments are made as if they were level 5. anyone got the stuff to actually test it out?
Beowulf Posted May 3, 2008 Posted May 3, 2008 I know some characters can link overheads with low attacks (even an air attack that links to a ground low for example). But does the contrary exist ? Can you link a low hit with an overhead ? Most of the overheads I know are too slow to link and the opponent usually has the time to whether defend or counter on reaction (for example a low kick then dust ; the low kick doesn't have enough blockstun for the dust to link). Thus is there a character that can do this ? and how ? (of course I don't count on Kliff and Justice...)
faultydefense Posted May 3, 2008 Posted May 3, 2008 axl, 2H > 6H eddie wit shadow, 5k > -D- may, 2D, 236 (or 214 i forget) D HOS, 41236D > anything potemkin, 236S > anything zappa, (f)S (at just the right range to be a low) > 6H and thats not counting otg, frc's, rcs
Beowulf Posted May 3, 2008 Posted May 3, 2008 axl, 2H > 6H eddie wit shadow, 5k > -D- may, 2D, 236 (or 214 i forget) D HOS, 41236D > anything potemkin, 236S > anything zappa, (f)S (at just the right range to be a low) > 6H and thats not counting otg, frc's, rcs I don't think you got the point of my question. Maybe should I have put "combo in the guard" ? For Axl's I understand if it hits, as it staggers, but when blocked, the opponent can react easily (the fastest and most anoying is Sol's VV for example). All the others are just gatlings, but if the first is blocked, the opponent has time to react or backdash. BTW : Potemkin, 236S > anything << WTF ? Since when can Potemkin do a linked overhead after a slide head ? Same goes for O-Sol's Fafnir... I guess the closest is Eddie's trick with his shadow. Some say it's an "unblockable" but in fact the blockstun only enables you to defend from low to up... I think Eddie is the only character that can do what I was talking about... Nobody else ? (I was thinking about Testament but I can't remember what move...)
faultydefense Posted May 3, 2008 Posted May 3, 2008 yes, you didnt say gatling on block... and as for axl, its not that unsafe on block and its a gatling like you asked for, low to high, not bad imo, but easy to get used to may's 2D supercancels to her mayhound forcebreak and comes at about the same speed as axl's gatling, less blockstun off 2D, but you can still catch some people surprised pot and order sol, ya, wont gatling, but you can land an overhead after you connect with em which is what you asked for also, i think you can do 2D > forcebreak with zappa for a low to high without it being otg, at least on counterhit and like i mentioned before, if you're gonna count eddie's shadow but not the others for some reason, then you might as well throw in frc's, like millia's haircar > FRC > jump attack for an overhead
4r5 Posted May 3, 2008 Posted May 3, 2008 Are you asking if there are any characters that can do a low then an overhead, with no gap in blockstun? I think Jam might be able to do that with 2D>j.2K. I'm pretty sure Jam's SlideKick>ChargedHeelDrop is one. Dizzy could probably do that with 2D>iad.2S Baiken can 2D>j.D on tall characters. Faust can 2D>j.2K>FDC, j.K. But yeah, you pretty much need the assistance of projectiles and roman cancels otherwise.
Beowulf Posted May 3, 2008 Posted May 3, 2008 Ok so basically if you defend low, you can be sure you'll have "enough" time to react to overheads in most cases... Now that I remember, Testament uses his crow for this. 2+K when the crow hits high with his scythe. Kinda of an unblockable too... And Bridget with his teddy bear can hit low while he's hitting high.
Digital Watches Posted May 3, 2008 Posted May 3, 2008 Ok so basically if you defend low, you can be sure you'll have "enough" time to react to overheads in most cases...
Kurumster Posted May 4, 2008 Posted May 4, 2008 Okay I was randomly watching some GG vid stuff and I was wondering why is it that after doing jumping normals in this video the player opts to use faultless defense. Is there any advantage or benefits to doing it, and is there any point doing it on block? http://www.youtube.com/watch?v=_ZOqP1Uy4DM&feature=related
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