Hatred Edge Posted August 14, 2008 Posted August 14, 2008 The reason why I find it shocking is because it's so abnormal. Whenever it happened the attacker was using a move that was already active and capable of hitting crouchers. The standard AA like Sol's 5K or Geese's 2C would get beat clean. You never hear anyone saying use 2P to AA since the character would have more damaging options. Besides most 2P's aren't that great in the first place.
Digital Watches Posted August 14, 2008 Posted August 14, 2008 Could be that the particular 2A used brought your hittable box low enough to not get hit by the air attack, or even just low enough to not get hit by it until your active frames were out.
4r5 Posted August 14, 2008 Posted August 14, 2008 Ever seen Saget's (CvS2) crouching fierce? Or Baiken use her SWEEP as anti-air?
taraction Posted August 14, 2008 Posted August 14, 2008 sol's sweep works great as an anti-air in some situations, as you could do hilarious combos off of ch 2d.
Hellmonkey Posted August 14, 2008 Posted August 14, 2008 Using low moves as an antiair is nothing new, if you think about it they arent much different than a typical high invuln anti-air
purify Posted August 14, 2008 Posted August 14, 2008 Iori's sweep. Guy's crouching strong. There's plenty of crouching normals out there that many not necessarily look like anti airs, but the hitboxes' positioning shield you from what's approaching. And in a lot of cases, even if you don't get much damage off of, say, a 2P, it's a much better option than having something trade to their advantage or possibly having your other anti air beat out. As with everything else, something consistent and reliable is better than something that may net you some damage but may get you killed.
Digital Watches Posted August 15, 2008 Posted August 15, 2008 I'm guessing you just missed a throw, near the same time as a HOS did.
Nakkiel Posted August 15, 2008 Posted August 15, 2008 It wasn't me, I've done it a few times through Sol's Wild Throw without any blockstun.
Digital Watches Posted August 15, 2008 Posted August 15, 2008 It wasn't me, I've done it a few times through Sol's Wild Throw without any blockstun. Um... it's definitely not throw-invincible, so either you're outranging the throw, or, in the case of command grabs like wild throw, hitting it before it's active.
shinquickman Posted August 15, 2008 Posted August 15, 2008 If HOS does 5H near an opponent, he's actually considered to be behind for a couple of frames.
Greedy One Posted August 18, 2008 Posted August 18, 2008 What makes a character face wrong direction during blockstrings and combos? If one move is canceled into another the character obviously skips turnaround animation, but I'm doing JI Raesageki - backdash - j.S and I get different results (facing right or left direction) every time. I noticed that delaying the hit makes turning a little bit more consistant, but could you make it clearer for me please.
Digital Watches Posted August 18, 2008 Posted August 18, 2008 Superjump. If you turn around after crossing up, your JI was a SJI, if not, then it was a normal one.
Greedy One Posted August 19, 2008 Posted August 19, 2008 It really is. Thanks a lot, you helped me out.
Wirya Posted August 19, 2008 Posted August 19, 2008 · Hidden Hidden 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. AFAIK some air normals are level 5. Faust's j.2K, Baiken's j.H, maybe there're others. And some air normals other than j.Ds have landing recovery, Faust's j.2K is an example.
stinkymonz Posted August 23, 2008 Posted August 23, 2008 So why does regular standing block change to this sprite when blocking certain moves such as Sol's j.H or Ky's j.H? Does it affect hitbox or blockstun in any way? If it doesn't, then why do certain characters (I-No, Sol, Jam, May) get special blocking sprites that other characters (Dizzy, Millia, Ky) do not? Was this all really for nothing but pointless aesthetic purposes?
Digital Watches Posted August 23, 2008 Posted August 23, 2008 I've actually wondered about that myself. Some of my past theories include: -Additional sprites are for blocking higher level moves -The sprite is a tacit way to show that your blockstring wasn't a real blockstring (Meaning the sprite changes when you go back to neutral then start blocking again). -It's completely aesthetic.
Chuchulachu Posted August 27, 2008 Posted August 27, 2008 Hrm.....guess it's related to gameplay as you do NEED it to play the game lol...... Anways, I have a wii fighting stick and AC...my first stick ever, want to know is it a good stick to start with?
Chainsaw Guitar Posted September 8, 2008 Posted September 8, 2008 Is there any kind of handicap that could make Kliff & Justice... legal?. :8/:
Hellmonkey Posted September 8, 2008 Posted September 8, 2008 They weren't designed with balance in mind, I doubt they will ever be considered tournament legal.
Adelheid Posted September 8, 2008 Posted September 8, 2008 Is there any kind of handicap that could make Kliff & Justice... legal?. :8/: "If you pick them, you don't get to press buttons."
Wirya Posted September 8, 2008 Posted September 8, 2008 This is the handicap that's been around for so long : FOR CASUAL PLAY ONLY ^^
Chainsaw Guitar Posted September 8, 2008 Posted September 8, 2008 Wait a minute, wouldn't black characters be strong enough to go against them?.
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