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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE


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Posted

hi guys I need your help.

I am making in our spanish forum a guide for new players,

I am trying to explaing how runs the game, examples of a hitbox like this http://i160.photobucket.com/albums/t166/Shura30/takuma-4-2002.gif ,frames etc.

Im looking in Google info about it but i dont know what words use (in english) for get really info about that,

i only have found this link:

http://virtuafighter.com/view.php?section=vf4&file=vf4ft_frames_guide.html

and the picture of before, will be great foun one of them talking about GG

I think that is good know how is the game for understand how important is make pokes, crossups etc...

thanks X.x

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Posted
defensive OS in accent core (only on self wakeup):

4+S+HS ~ K or P.

I see what you're trying to do, but I thought 4+S+HS = Slash back.

Posted

You can option select back FD and option select with some specials (well all, but a lot are basically impossible to input correctly). They removed standing and jumping HS cancelling into FD but other normals still will, and even standing HS will cancel into specials.

The slash method of using j.D for air OS still works. Still the easiest way to FD OS, but only in the air and without a burst is it really usable.

Posted · Hidden
Hidden

I have a few questions regarding Faultless Defense that need answering.

In most cases when I FD Guard I get Green Lightning with the funky orb-field moving backwards behind my character.

But how come whenever I play training mode and set the A.I.'s guard reaction to FD it looks so much different? You just see the three glyphs appear in front or in older GGs that weird spark effect.

Is there some timing involved with FD that makes a difference? Are there different kinds of FD? What's the calculation for FD anyway, how does it work? Like, say if someone were doing a Guard String on me, I FD most of it but don't FD everything yet it still doesn't register as damage...or does it?

Can someone explain?

Posted

The computer only blocks for that 1 frame, so the green ring doesn't have time to show up.

I assume.

Not sure what you're asking in that last part. FD is FD. There's no instant FD or anything. If you FD a move that does chip damage, it won't do chip damage.

Posted

But I won't be using it 'cause I can os-parry!

Or I'm Evil-Johnny and I just hold back while mashing buttons :v:

Posted · Hidden
Hidden

Well it just seems like FD has different effects depending on the level of the hit...that's basically what I'm thinking. Like, if it's a Level 5 hit, FD stays out longer or something...I dunno...

Posted

oh, that's hitstop. higher level moves have more hitstop.

Posted
The computer only blocks for that 1 frame, so the green ring doesn't have time to show up.

I assume.

The green ring will show up even if you only tap the button for 1F. It always makes that 'pop' effect after you let off anyway. The FD in training mode is just glitchy, as it's always been.

Posted
oh, that's hitstop. higher level moves have more hitstop.

Well, that and blockstun. Higher level moves leave you in more blockstun, and it's more noticeable with FD, since that leaves you in more blockstun in the first place. With combined hitstop (starting at 11F, 1F extra per level, I'm not sure how much lv. 6 moves do or whether or not it's standard) and blockstun (On FD, it's about 2-3F extra per level, starting at 11. Again, Lv.6 is non-standard, so it varies from move to move), it can make a move look like it takes around a half a second between the connect and you being able to move again (While hitstop allows for buffering, both characters are frozen, so there's no effective frame advantage unless it's a projectile).

Note: All of this information is in the handy-dandy guide on the front page! :eng101:

Also: Has anyone figured out whether there's a standard way in which hitstop/stun applies to the values for lv.6 moves as listed in the frame data? I assume that the blockstun values given there refer to normal guarding, but surely FD and IB and such affect it in some way. Should I just assume the typical 3-4 frame standard deviation, or is it different?

Posted

I would guess the blockstun adjustments are made as if they were level 5.

anyone got the stuff to actually test it out?

Posted

I know some characters can link overheads with low attacks (even an air attack that links to a ground low for example).

But does the contrary exist ? Can you link a low hit with an overhead ? Most of the overheads I know are too slow to link and the opponent usually has the time to whether defend or counter on reaction (for example a low kick then dust ; the low kick doesn't have enough blockstun for the dust to link).

Thus is there a character that can do this ? and how ? (of course I don't count on Kliff and Justice...)

Posted

axl, 2H > 6H

eddie wit shadow, 5k > -D-

may, 2D, 236 (or 214 i forget) D

HOS, 41236D > anything

potemkin, 236S > anything

zappa, (f)S (at just the right range to be a low) > 6H

and thats not counting otg, frc's, rcs

Posted
axl, 2H > 6H

eddie wit shadow, 5k > -D-

may, 2D, 236 (or 214 i forget) D

HOS, 41236D > anything

potemkin, 236S > anything

zappa, (f)S (at just the right range to be a low) > 6H

and thats not counting otg, frc's, rcs

I don't think you got the point of my question. Maybe should I have put "combo in the guard" ?

For Axl's I understand if it hits, as it staggers, but when blocked, the opponent can react easily (the fastest and most anoying is Sol's VV for example).

All the others are just gatlings, but if the first is blocked, the opponent has time to react or backdash.

BTW : Potemkin, 236S > anything << WTF ? Since when can Potemkin do a linked overhead after a slide head ? Same goes for O-Sol's Fafnir...

I guess the closest is Eddie's trick with his shadow. Some say it's an "unblockable" but in fact the blockstun only enables you to defend from low to up...

I think Eddie is the only character that can do what I was talking about... Nobody else ? (I was thinking about Testament but I can't remember what move...)

Posted

yes, you didnt say gatling on block...

and as for axl, its not that unsafe on block and its a gatling like you asked for, low to high, not bad imo, but easy to get used to

may's 2D supercancels to her mayhound forcebreak and comes at about the same speed as axl's gatling, less blockstun off 2D, but you can still catch some people surprised

pot and order sol, ya, wont gatling, but you can land an overhead after you connect with em which is what you asked for

also, i think you can do 2D > forcebreak with zappa for a low to high without it being otg, at least on counterhit

and like i mentioned before, if you're gonna count eddie's shadow but not the others for some reason, then you might as well throw in frc's, like millia's haircar > FRC > jump attack for an overhead

Posted

Are you asking if there are any characters that can do a low then an overhead, with no gap in blockstun?

I think Jam might be able to do that with 2D>j.2K.

I'm pretty sure Jam's SlideKick>ChargedHeelDrop is one.

Dizzy could probably do that with 2D>iad.2S

Baiken can 2D>j.D on tall characters.

Faust can 2D>j.2K>FDC, j.K.

But yeah, you pretty much need the assistance of projectiles and roman cancels otherwise.

Posted

Ok so basically if you defend low, you can be sure you'll have "enough" time to react to overheads in most cases...

Now that I remember, Testament uses his crow for this. 2+K when the crow hits high with his scythe. Kinda of an unblockable too...

And Bridget with his teddy bear can hit low while he's hitting high.

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