Beowulf Posted May 4, 2008 Posted May 4, 2008 As far as I know, Faultless defense in the air makes you fall like a rock to the ground. It's used for impossible dusts for example. It also stops you in the air after a dashing jump (I thinking of Chipp's okizeme when saying that...) But in this video... I don't see any meaning... It's just an assumption, but maybe because May uses charge moves (her dolphins), in order not to widen the distance while she charges on landing... But the best reason I think is just... The player mashing his buttons while charging (so FD appears only a brief moment). I use to do that a lot in #Reload with Sol to chain a gun flame FRC with bandit bringer (after the FRC he glows green due to the FD that appears while I'm doing BB's motion) ... But there may be deeper reasons in this case... Sorry I'm not a May player.
4r5 Posted May 4, 2008 Posted May 4, 2008 FD only makes you fall from the homing-jump that follows dusts, by canceling the homing-jump. FD'ing doesn't stop your air momentum. In the case with Chipp, Chipp's j.2K stops his air momentum, what you are seeing is Chipp FD-canceling his j.2K. In the video, it looks more like they are dash-breaking. Why? shrug. These videos were done with programmable controllers, so they aren't mashing, so there must be a reason.
Digital Watches Posted May 5, 2008 Posted May 5, 2008 I figure it's because they need to dash slightly to continue the combo as they do, but the dash break is required for the hit to connect before they're out of hitstun.
Hellmonkey Posted May 5, 2008 Posted May 5, 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 Air normals cancel directly into ground specials. This is how you get stuff like potemkin backwards slidehead because you cancel it directly from the opposite facing air normal. (I haven't tested this at all) but this means that it should also cancel directly into FD, allowing you to act slightly quicker than you normally would after a low air normal. Keep in mind that the outstanding combo clips are done with a programmable controller, and a lot of what is seen in them are basically impossible to do with human execution.
Hellmonkey Posted May 5, 2008 Posted May 5, 2008 Yeah, I played around with it a bit. What he's doing in that video is buffering a dash and FDing, allowing him to dash just a little sooner than if he didn't FD. It only applies to very low air normals and is both hard execution wise and doesn't make you recover that much quicker so it's not very practical imo (other than cancelling to FD to be safe or to jump/backdash). It's odd though, while it does feel like you can dash earlier with buffering it and FDing, you can't cancel to FD with a low air normal after doing something which gives you extra recovery, making me doubt whether FDing actually makes it quicker or not.
Finkledoodoo Posted May 6, 2008 Posted May 6, 2008 Can someone plz give me the definition of a frame trap and the definition of a gimmick? I was trying some frame traps I figured out and was told that they were just gimmicks...
ghost333 Posted May 6, 2008 Posted May 6, 2008 Yeah, I played around with it a bit. What he's doing in that video is buffering a dash and FDing, allowing him to dash just a little sooner than if he didn't FD. It only applies to very low air normals and is both hard execution wise and doesn't make you recover that much quicker so it's not very practical imo (other than cancelling to FD to be safe or to jump/backdash). It's odd though, while it does feel like you can dash earlier with buffering it and FDing, you can't cancel to FD with a low air normal after doing something which gives you extra recovery, making me doubt whether FDing actually makes it quicker or not. i thought he is fd canceling or is not posible on AC?
040488 Posted May 6, 2008 Posted May 6, 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 I may be wrong, but i think that in that clip (for the combo around 40 seconds in) he FDed in order to dash in the correct direction and to avoid the turn around animation (I think this is what hellmonkey was saying anyway.)
Cadenza Posted May 7, 2008 Posted May 7, 2008 I've been wondering this for a while actually, is Sol the only one who can get a clean hit? I've only seen clean hits off of fefnir and sidewinder. Visually, all clean hit does is add a powerful and very combo-able wall bounce property.
4r5 Posted May 7, 2008 Posted May 7, 2008 Applies only to Sol. Only his Grad Viper, Sidewinder, and Fafnir have it. It's similar to a counter-hit, in how it changes the effect of an attack. Except achieving a clean-hit is not done be hitting your opponent during the startup of an attack. You have to hit 'deep' with a move, or something, to score a clean-hit. Whatever deep means, I don't play Sol. You usually don't have to worry about, just do the right setup and combo and you're good to go.
Cadenza Posted May 7, 2008 Posted May 7, 2008 Yeah, my bad Grand Viper too. As far as Sidewinder goes, people of different weight classes have different hitboxes but if you're close enough it shouldn't matter much. Grand Viper is mash dependant (sometimes more or less). What is Faust's?!
4r5 Posted May 7, 2008 Posted May 7, 2008 Faust doesn't have it anymore. it's more like Johnny. If Faust connects with a coin, the next time he does ScaplePull>Salute, instead of leading in to his BigHand, it becomes a fiery Ganzan Ryouzan Ha
Xeno Posted May 8, 2008 Posted May 8, 2008 Don't confuse me 4r5 What is "white blocking"? Playing #R and trying to practice IB'ing Sol's (f)s as Johnny. If I don't start blocking until after the attack begins, Johnny flashes white. I don't seem to exit block stun faster. What is this?
bbq sauce Posted May 8, 2008 Posted May 8, 2008 Can someone plz give me the definition of a frame trap and the definition of a gimmick? I was trying some frame traps I figured out and was told that they were just gimmicks... Frame trap is pretty much defined in it's name.. its a situation in which you do a move that leaves you with frame advantage on block, followed by another move that comes out fast enough to take advantage of the last move's static difference.. in order to leave the other player with limited options. IE. player 1 does a move that leaves him +3 on block, followed by a move that comes out in 5 frames - there are only 2 frames in between where player 2 is free of block stun, without a move that goes active in those 2 frames, player 2's options limited to block, 1F jump, backdash. Working off frame traps is how you create good mix ups, for example if player 1 has a move to beat out back dashes he creates a mixup where he can do that first move, and a)follow thru with the frame trap and continue pressure b)tick throw c)hit your back dash for a combo d) attempt an anti air for your jump. As far as a gimmicks/shenanigans go.. it's more like tricking them to continue pressure / or create a mix up.. something that is escapable on a technical level.. but mentally, they fall for the trick and you profit.. Gimmicks aren't all bad, but not solid enough to depend on. You need to first establish your technical ability to your opponent, before you make use of gimmicks.
4r5 Posted May 8, 2008 Posted May 8, 2008 Don't confuse me 4r5 What is "white blocking"? Playing #R and trying to practice IB'ing Sol's (f)s as Johnny. If I don't start blocking until after the attack begins, Johnny flashes white. I don't seem to exit block stun faster. What is this? Wait, what did I say that was confusing? White blocking is instant blocking (IB'ing) When you flash white when you're blocking, that means just did an instant block. You do exit block stun faster, among other things, but the difference isn't so large that you can just see it. Try this, have sol do his Tyrant Rave (632146HS) Instant block the first hit, and you can 5K him out of the second hit. If you flash white and you hit him out of the second hit, then you did everything right. if you flash white, but still get hit, you aren't attack soon enough out of blockstun.
Xeno Posted May 9, 2008 Posted May 9, 2008 Oh, that's an Instant Block What's the.. 6 blue flashes that occur when you put the dummy on Perfect Guard or when you FD? "it's more like Johnny. If Faust connects with a coin, the next time he does ScaplePull>Salute, instead of leading in to his BigHand, it becomes a fiery Ganzan Ryouzan Ha". Just a joke. (Faust connecting with coin) Hazarding that IB & PG are different? IB: block on reaction, PG: block 1f before hit? Does.. IB>1F Jump get you out of a lot of lockdowns that would otherwise be inescapable? (Have to ask.. what's your avatar BBQsauce? Looks funny)
4r5 Posted May 9, 2008 Posted May 9, 2008 nah, you can't IB while FD'ing nah, was not a joke at all. Well, the Hnk thing was. But Faust does throw a coin and when he hits with it, it is as I described. is PG suppose to be Point-Guard or something? depends. but usually if you can 1f jump out of something, you could of probably just CH him instead. but they each have their own risks and rewards V-ism Zangief. Top tier.
Xeno Posted May 9, 2008 Posted May 9, 2008 Er... ok what's the blue sparks that appear in FD? Ok, that was noob remark then, I don't remember Faust having a coin I think PG is Perfect Guard. In Training put the dummy's defense on PD and watch what happens when you hit them.. Just to clarify, IB is blocking AFTER (or on?) the frame the opponent starts attacking, when you were not blocking before, correct?
4r5 Posted May 9, 2008 Posted May 9, 2008 blue sparks when you FD just means that you are FD'ing. It's part of what an FD looks like. If you set the computer to FD, it'll look a little different. Just a training mode glitch. Coin is new to AC there's no PG in AC's training mode. Just Normal, Just, Faultless, and Slashback. you said you played on the xbox version? It doesn't really matter. If PG is acting like an Instant Block, then it's an Instant Block. IB is when you tap back just before an attack would hit you. It doesn't need to be on the frame, and it can't be after the frame. 'Cause that would mean you got hit. You can IB while still in the blockstun of a previous attack.
Xeno Posted May 9, 2008 Posted May 9, 2008 Ok, so the training dummy must be IB+FD at the same time when you set them to PG. That or it's glitch :P. Thanks for the info! This is very useful. I'm guessing you can IB with FDC?
4r5 Posted May 9, 2008 Posted May 9, 2008 I'm guessing you can IB with FDC? I don't really understand what you are asking. Do you understand what a FDC is and what it can be used for? Did I also mention that you can not IB while you are FD'ing?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now