Hatred Edge Posted June 10, 2008 Posted June 10, 2008 I tested it out in training mode.. It seems so. Sorry....
kekken3 Posted June 10, 2008 Posted June 10, 2008 The game has many moves that stay in CH state during recovery, even though they aren't in their active frames anymore. Zappa -> Raoh -> Last Edgy (214S) is such a move. 30 frames of disadvantage, all in CH state.
reaVer Posted June 10, 2008 Posted June 10, 2008 Ah that's good to know! Next time the need arises I'll skim that VV for the second hit CH into combo:D
Xeno Posted June 11, 2008 Posted June 11, 2008 0_0 I thought VV was invincible all the way through it's active frames?
Xeno Posted June 23, 2008 Posted June 23, 2008 er, just what I heard.. I'm a noob :V What is "OCV"? Sounds like it means totally dominates or something..
Adelheid Posted June 23, 2008 Posted June 23, 2008 What is "OCV"? Sounds like it means totally dominates or something.. OCV = One Character Victory. In 3-on-3 team matches (pretty common tournament format), if the first person in one team defeats all three of the players on the opponent's team, he OCVed that team. So yeah, "totally dominating" isn't far from the mark.
rtl42 Posted June 23, 2008 Posted June 23, 2008 er, just what I heard.. I'm a noob :V well you can always double-check what you hear by reading the frame data.
Necrosis Posted June 23, 2008 Posted June 23, 2008 OCV also commonly comes up in CvS2, KoF that isn't XI and similar games, since those games only have you switching characters after one is defeated. If you don't lose a single character, bam, OCV.
Hatred Edge Posted June 23, 2008 Posted June 23, 2008 I wanted to know... why is it that if you perform a jump in, upon landing you can always get thrown? Landing recovery? And are there any kind of jump in block strings that are throw safe?
Nehle Posted June 23, 2008 Posted June 23, 2008 I wanted to know... why is it that if you perform a jump in, upon landing you can always get thrown? Landing recovery? And are there any kind of jump in block strings that are throw safe? 1) Yes 2) I don't understand the question, just land when they're in blockstun? (like, jump-in j.H, land. or if you play a summoner just have your summon hit them just before you land)
Hatred Edge Posted June 23, 2008 Posted June 23, 2008 What I meant was: can you pressure an opponent with a series of normals jumping in and be safe upon landing, but since the landing recovery is there is guess the answer is no?
4r5 Posted June 23, 2008 Posted June 23, 2008 All air normals (except j.D) have no landing recovery. Even so, you only need 1 free frame to throw someone. Either make them block a move that gives you enough blockstun to cover you falling to the ground and starting up your next move, or don't land so close to them. Another important distinction to help your understanding: the level of air normals range from 1 to 3. (Air normals that go above level 3 are rare, and you can probably count them on one hand.) Your air HardSlash, which you may be assuming is a level 5 move, is most likely a level 3 move. Alot of people make this assumption and then chalk them getting thrown to some sort of landing recovery, but really they aren't inflict as much blockstun as they thing they believe they are. ack, too slow What I meant was: can you pressure an opponent with a series of normals jumping in and be safe upon landing, but since the landing recovery is there is guess the answer is no? 1- Yes. 2- Jumping dust are the only air normals with landing recovery.
Xeno Posted June 24, 2008 Posted June 24, 2008 I heard you could not be thrown for several frames after blockstun ends in the Potemkin boards.. or am I mistaking this for wakeup throw invincibility?
4r5 Posted June 24, 2008 Posted June 24, 2008 you heard right http://www.dustloop.com/ggac/data/throws.html here for the exact numbers
rtl42 Posted June 24, 2008 Posted June 24, 2008 1) Yes 2) I don't understand the question, just land when they're in blockstun? (like, jump-in j.H, land. or if you play a summoner just have your summon hit them just before you land) are you saying there is landing recovery for air normals?
lumberofdabeast Posted July 7, 2008 Posted July 7, 2008 How many frames per second does GG run at? I did a search for "frames per second", but was told that per and second were either too short or too common to search by, and just searching for frames is going to get me nowhere.
yukichi Posted July 9, 2008 Posted July 9, 2008 Hola. I've tried looking about, but I've been unsuccessful to finding an answer. (I'm a blind idiot when it comes to searching through treads.) After scoring a dizzy on a character with Jam, is it possible for the opponent to mash out of the dizzy, before Jam can go into instant kill mode and score the instant kill? I ask because to my knowledge, Jam has one of the fastest instant kill entry times, and I usually get the instant kill on dizzied people here locally. However I have seen some people mash out of dizzies pretty fast, and was wondering if I should break my habit of dropping everything I do the moment I see a dizzy and going for the instant kill. Thanks in advance if anyone has the insight.
thegame4ever Posted July 9, 2008 Posted July 9, 2008 Hola. I've tried looking about, but I've been unsuccessful to finding an answer. (I'm a blind idiot when it comes to searching through treads.) After scoring a dizzy on a character with Jam, is it possible for the opponent to mash out of the dizzy, before Jam can go into instant kill mode and score the instant kill? I ask because to my knowledge, Jam has one of the fastest instant kill entry times, and I usually get the instant kill on dizzied people here locally. However I have seen some people mash out of dizzies pretty fast, and was wondering if I should break my habit of dropping everything I do the moment I see a dizzy and going for the instant kill. Thanks in advance if anyone has the insight. If they mash fast enough YES they can get out of it damn quick. Eddie has a pretty fast instant kill, and me being the destroy lover used to get plenty and PLENTY of destroys (still do on scrubs). The pros however learnt a new way to get out of my dizzy destroy, mash faster, to the point where I have no time to go to instant kill mode then destroy. Know the person you're playing against, and judge the speed from the beginning they mash out, and calculate how long it would take you to insta/destroy before they get out. I have to do it fast enough so only one bird is left, but it's still on time. Nothing gets people complaining like a stun destroy!
rtl42 Posted July 9, 2008 Posted July 9, 2008 Hola. I've tried looking about, but I've been unsuccessful to finding an answer. (I'm a blind idiot when it comes to searching through treads.) After scoring a dizzy on a character with Jam, is it possible for the opponent to mash out of the dizzy, before Jam can go into instant kill mode and score the instant kill? I ask because to my knowledge, Jam has one of the fastest instant kill entry times, and I usually get the instant kill on dizzied people here locally. However I have seen some people mash out of dizzies pretty fast, and was wondering if I should break my habit of dropping everything I do the moment I see a dizzy and going for the instant kill. Thanks in advance if anyone has the insight. It's mildly situational. Throughout the match, try to pay attention to whether your opponent can wiggle out of stagger quickly (or not). That's a good start to see if they'll wiggle out of dizzy, but it's not totally indicative. If it looks like they are good at wiggling out, then don't bother for the IK; IIRC I've seen some Jam players just run at their opponent while they're dizzied, pushing them to the corner, and then doing iad.214K -> corner combo of choice. On the other hand, if you think the guy is too slow at wiggling out, then I'd go for it. In all honesty, there aren't too many people who can wiggle out at Level 3+ speed (check the training mode "slip recovery" settings for what I'm referring), so you're more likely than not to land it. But if you're not sure, take the guaranteed damage from a combo. However, if you have 50% tension, good reflexes, and are paying attention (e.g. anticipate your opponent will get dizzied by your next attack), then you can watch for the dizzy animation and react to it by RCing the combo and going straight into IK mode. BTW there's a Jam Q&A thread in the Jam character forum, next time post your Jam-specific questions in there.
yukichi Posted July 9, 2008 Posted July 9, 2008 Sorry for not heading the the Jam sub first. Figured I'd post here as I felt the question had a bit more to deal with mashing out of dizzies, but I realize now I could have worded it quite a bit better. Most players around here us D-Pads, and seem fairly unsuccessful at mashing out. I personally use a stick, and it seems I can mash out of characters with slower instant kill activations, but I feel that I do not mash out fast enough for characters like Eddie, Ky, and Jam. While it is enjoyable to score instant kills against people here on a regular basis, I would like to discover how to properly mash out on a D-Pad and stick so that I can inform my practice partners about it. Would anyone have any advice on mashing with the D-Pad? Or just proper wiggle/mashing in general. Thanks again for any help.
Mechanica Posted July 9, 2008 Posted July 9, 2008 I believe you'd want to move/mash from one corner to the opposite (i.e. from down/right to up/left) as that will get you the most possible direction inputs. But maybe I'm thinking of stagger. I don't actually know if dizzy is affected by buttons or joystick/d-pad movements so I'd wait for a more informed answer.
Digital Watches Posted July 9, 2008 Posted July 9, 2008 I believe you'd want to move/mash from one corner to the opposite (i.e. from down/right to up/left) as that will get you the most possible direction inputs. But maybe I'm thinking of stagger. I don't actually know if dizzy is affected by buttons or joystick/d-pad movements so I'd wait for a more informed answer. If I recall correctly, dizzy = stagger in terms of things that'll get out of it.
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