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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

This may seem kind of noob but why is it that I am guarding/recovering, I still get hit by a move? I was playing today against my friend (Chipp user), and when I'd get knocked down, or launched in the air, I'd recover with FD and immediately guard. To my surprise I would still be hit, not just once, but several times. Is it that Chipp is just more fast, and can get in a few extra hits upon knockdown? Or that I am pressing a button while guarding? I've gotten extremely frustrated with this and it has seriously had an impact on my gameplay. Zappa is my major char, followed by Ky and Dizzy.

I understand that a lot of these events are highly situational, and probably relating to the active frames of moves/hitboxes.... I've read the FAQ and have been reading several parts of this forum, but I was hoping that there'd be a more direct solution to my problem.

Posted

you can get hit on the ground no matter what, but the damage done is minimal, and you can tech right away. people use this to push opponents to hte corner and whatnot

random guess for the air blocking problem, but i think you're releasing green block too early. you need to green block against ground attacks, otherwise you get hit. dragon punches count as ground attacks in this game (so chipp, sol and ky dps need to be green blocked), which is wierd when i first saw it, but u get used to it,

it seems like any move that starts on teh ground, even if it goes into the air, you need to green block, there are some exceptions, i think mainly if the move is an overhead or something, (like ky's greed sever, sol's bandit brigainer).

Posted

Dragon punches need to be FD'd? That's something I didn't know, thanks. The Chipp player I mentioned abuses Beta Blade a lot because of the invincibility before it goes active.

So if Dragon punches need to be FD'd in the air, then Sol's Volcanic Viper/Ky's VT need to be FD'd if you're airborne, or else they'll hit??

Posted

It's more like ground attacks need to be FD'ed to block while you're in the air rather than Dragon Punches need to be FD'ed.

Since attacks like Volcanic Viper starts off from the ground (unless they do it in the air, of course), they are counted as a ground attack. So if you're in the air, you would need to FD to block the attack.

Posted

Only moves which the chara beformes while on the ground have to be FD Blocked.

Nevertheless, there are some moves that just have a special property that forces you to FD block them if your in the air.

One example is SOLs VV. Even the Air version has to be blocked using FD if you are airborne..

The only other moves I remember are the Uppercut of HOS and the kokkugeki (new air move) of Axl.

Posted

Some ground special moves don't have to be FD'ed, primarily "ranged" attacks such as Eddie's drills and Sol's Gun Flame. HOS's Savage Fang is unique in this aspect because it requires you to FD in air.

Posted

@ ReaVer

yeah, but they are projectiles.. so they don't count :P..

dunno about Savage Fang..

@ HmR.Ks

afaik yes.. I could be wrong on that one, but I'm pretty sure^^..

Posted

Savage Fang is one of OS's overdrives, and yes I do know, that's why you have to be FDing when the flash appears, otherwise you'll eat it:P

To be sure, all of HOS's SV need to be FD'ed, I haven't tried VV myself, but what I do know for sure is that all ground versions of it need to be FD'ed. I haven't tested the airversion yet.

EDIT: air VV can be blocked without FD.

Posted

I don't know about Sol's air VV, but I remember Order Sol's Air Storm Viper needs to be FDed.

Posted

VV does not need FD air to air, but the 214K followup always does. Storm viper needs FD regardless if you're eating one and in the air.

  • 2 weeks later...
Posted

Can a hit register as "counter" during startup frames, active frames, AND recovery frames? Or only during one or a combination of the 3? Thanks for the help

Posted
Can a hit register as "counter" during startup frames, active frames, AND recovery frames? Or only during one or a combination of the 3? Thanks for the help

Depends on the move. It can be during all three or just one. Or it can be half and half or none at all. Whatever they feel like.

Posted
What's a Kara Cancel and how did it get that name?

Kara means empty in japanese. Karate = empy hand (or something like that). A kara cancel is when you cancel an attack that whiffs (ie an empty attack) into something else. These are common in street fighter games, they are typically used to increase the range of an attack. For instance in 3rd strike with makato if you press lk then execute her throw right away, you will see her start to do her lk animation (where she takes a slight step forward) then throw, resulting in a throw with increased range. In general you have to connect an attack in gg in order to cancel it, but there might be exceptions, I'm not sure.

Posted
Depends on the move. It can be during all three or just one. Or it can be half and half or none at all. Whatever they feel like.

So you can be "counter" hit at any time, startup, recovery, or active. Is that correct?

Posted
Kara means empty in japanese. Karate = empy hand (or something like that). A kara cancel is when you cancel an attack that whiffs (ie an empty attack) into something else. These are common in street fighter games, they are typically used to increase the range of an attack. For instance in 3rd strike with makato if you press lk then execute her throw right away, you will see her start to do her lk animation (where she takes a slight step forward) then throw, resulting in a throw with increased range. In general you have to connect an attack in gg in order to cancel it, but there might be exceptions, I'm not sure.

Ah okay, thanks. As far as I know Anji's the only one (Fuujin extensions on whiff).

Posted
So you can be "counter" hit at any time, startup, recovery, or active. Is that correct?

Depends on the move.

Generally you can be counter hit during the startup and active frames. But many moves have this extended in to the recovery frames. Some moves are further modified. Chipp's Shuriken Throw, for example, has no counter hit point at all. Millia's standing dust is counter hitable from start to finish.

Again, it all depends on the move and their individual properties.

Posted

little trivial question...

If you have the choice between two combos that do the same damage...but one is an extra hit...does the one with the extra hit give you more tension than the other one?

examples:

anji: K,S, HS, S Fujin, Nagiha(5 hits) Versus S, HS, S Fujin, Nagiha(4 hits)

zappa: CH 6P, 2HS, JC, jp jS, 9, jS jD(6 hits) versus CH 6P, 2HS, JC, jS, 9, jS jD(5 hits)

Obviously for the anji combo the starter is different and for the zappa one both of those don't work on all characters so the more reliable one would be preferable.

I'm just asking if there is any extra tension gain.

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