acdhell Posted October 31, 2006 Posted October 31, 2006 why is fausts neck longer than jams legs ? OK, i will explain: first of all in GG there is no move faster then 3frames. Jams legs aka s.K are that 3frames long. Fausts neck is much slower then jams s.K. Therefor it is longer.
reaVer Posted November 1, 2006 Posted November 1, 2006 Now explain me why Ky's far S is so goddamn fast compared to what other characters have at that range>:P
acdhell Posted November 2, 2006 Posted November 2, 2006 Gays don't fall into that ruleset. See venom or buri as proof. >_<V Edit! To get back to topic: What is the best way to input an air throw? Someone mentioned an old trick from KOF Leona had. Any Ideas what that means?
Incendia Posted November 3, 2006 Posted November 3, 2006 I'm not sure if there is a specific way to input an air throw. I'd just 6+HS in the air and get it right usually. I think it's more of a timing thing, but be careful of quick aerial pokes. Try air throwing things like Bandit Bringer for practice?
Camo Posted November 3, 2006 Posted November 3, 2006 Otherwide, to the ground, you can do 2369+Hs if you want throw near the ground.
Camo Posted November 3, 2006 Posted November 3, 2006 Sure but the game take the 6 on buffer so..the player throw in the air.
AtTheGates Posted November 3, 2006 Posted November 3, 2006 Sure but the game take the 6 on buffer so..the player throw in the air. the best way to air throw is to duck, to high jump, bursting while falling and then you gotta scream WRYYYYYYYYYYYYYYYYYY
Lucy Boy Posted November 4, 2006 Posted November 4, 2006 about jump installs (i'm sorry if this has been asked before but i don't want to go through 100+ plus pages): okay, i usually input JI's the same way i input TK's. like for example, i-no's chemical love. what i do to JI it is 6321469k and just do it real quick before she jumps. i do this for every move i try to JI. i always get it right but i just wanted to know if there any details i should know about inputting it that way. thanks. oh, and are slayer's BDC's a form of JI? cause their inputs are murdering my fingers. T_T edit: btw i use a pad, if that's anything.
xenophobian Posted November 4, 2006 Posted November 4, 2006 what you describe in TKing (tigerkneeing), you perform the motion of an arial move and then input the jump to jumpcancel and immedeatly perform the move with button press...and slayers BDCs are a sort of TKing...but you input the jump ad the end of the motion not to become airborne for a airspecial but to cancel the backdash into a jump to keep the invul. frames but then you cancel the jumpstartup (while beeing on the ground) into a special move
Koozebanian Fazoob Posted November 4, 2006 Posted November 4, 2006 BDC is JI, not TK. You have to leave the ground to TK.
POscrub Posted November 4, 2006 Posted November 4, 2006 The idea is closer. JI = jump, but quickly press the button before character jumps. (fast) TK = input motion, wait for character to be in air, then press button (slower, more delayed button press) Slayer cancels the jump before it finishes, so the timing is closer to JI, no?
4r5 Posted November 4, 2006 Posted November 4, 2006 Yes. JI, you don't leave the ground. TK, you do leave the ground.
Koozebanian Fazoob Posted November 4, 2006 Posted November 4, 2006 Jump Install you never actually leave the ground, you trick the game into giving you the jumps/dashes you'd normal get when leaving the ground. TK you actually leave the ground and do an air attack. The idea with BDC is that you cancel your BD into a jump and when you do that, the game doesn't take away the invincibility time you got (such as what would happen if you RCed a VV) even if you cancel the jump into a move. Of course, you CAN BDC with TK too... such as doing 442147K to do a TK Whappy thing. So you can do both JI and TK with BDC. Usually though, it's done with JI, such as with BDC Mappa or BDC Bite.
GhostSummoner Posted November 5, 2006 Posted November 5, 2006 I'm sure if neone has asked but im going to ask anyway, Is A.B.A the same as she was in isuka, or does she have mods to her moves that make her totally different than in isuka? And so, what signifiances do the bloodpacks play with the role of A.B.A.?
Zoogstin Posted November 5, 2006 Posted November 5, 2006 ABA has a lot of the same stuff that she had in Isuka but she gained a few new moves and new properties to the moves she already had when she went to Slash. Her bloodpacks, both in Isuka and Slash heal her based off of the damage she does to herself. Only in Slash does her keygrab actually heal her as well. I could go on forever, but I'd suggest going into the ABA thread to check out the changes.
4r5 Posted November 5, 2006 Posted November 5, 2006 I just picked up Robo-Ky a while ago and I'm in training mode fooling around with frame data. Robo-Ky 5P : 6 Startup, 4 Active, 3 Recovery / Level 3, 19 stun on crouching-counter-hit 6HS(level 2) : 19 Startup SSSs - Startup AAAa - Active RRRr - Recovery HHHh - Hit stun Every one character equals a frame. 1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on first active frame. HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. 123456789012345678 <- Any move that gatlings off 5P with 18 or less startup will combo. 1234567890123456789 <- Assuming gatlings start on the first frame of recovery, 6HS(lvl2) gatling shouldn't combo. Now obviously there is something I do not understand. According to what I previously thought was true, the P-6HS(lvl2) gatling shouldn't combo, yet it does. I think what might be going on here is that stun is applied on the frame after you connect. So then it would look like this: 1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on first active frame. HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. 1234567890123456789 <- 19 or less startup will combo. 1234567890123456789 <- Startup of 6HS(lvl2) is 19 frames. But,1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. SSSSSsAAAaSSSSSSSSSSSSSSSSSSsA~ <- P-6HS(lvl2) gatling.The 6HS(lvl2) goes active one frame too late? Recap: Robo-Ky's 5P-6HS(lvl2) gatling combos on crouching-counter-hit. I thought it shouldn't, but it does. What's up? (Don't say Goku.)
Honnou Posted November 5, 2006 Posted November 5, 2006 Recap: Robo-Ky's 5P-6HS(lvl2) gatling combos on crouching-counter-hit. I thought it shouldn't, but it does. What's up? (Don't say Goku.) TIME FOR COMBO VIDEO omg!
4r5 Posted November 5, 2006 Posted November 5, 2006 TIME FOR COMBO VIDEO omg! D: P-6HS(frc), S.c-2P-2K-2S, HS(frc), HS(frc), 9K-S, 9S-HS
POscrub Posted November 5, 2006 Posted November 5, 2006 4r5: Gatlings don't start on the 1st frame of recovery. As soon as the move hits, 1st active frame, you can cancel it. [Edit] If you require a simple test: Robo-Ky on crouching Pot 5P -> 6HS lvl 1 combos 5P -> 6HS lvl 2 will fail And if gatlings cancelled at the end of the active frames, Pot couldn't do 5S 5HS and have it combo on crouchers. [Edit 2:] Yes. (until someone proves me wrong, lol)
4r5 Posted November 5, 2006 Posted November 5, 2006 This changes everything!1 Can I assume the same thing happens when you cancel normals in to specials and overdrives?
Koozebanian Fazoob Posted November 5, 2006 Posted November 5, 2006 And if gatlings cancelled at the end of the active frames, Pot couldn't do 5S 5HS and have it combo on crouchers. Oh is THAT what it is. Boy I feel dumb.
poon Posted November 5, 2006 Posted November 5, 2006 what the FUCK is gioing on in this thread i cant even begin to understand what people are talking about
Koozebanian Fazoob Posted November 6, 2006 Posted November 6, 2006 4r5 thought that gattling cancels happened on the first frame of recovery of a normal, but they actually happen during the active frames of a move when it connects.
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