greatfernman Posted March 31, 2015 Posted March 31, 2015 what, you mean microdash sonicboom? yeah i'm pretty sure you can do it with any charge move. it's because the game has a certain leniency on inputs so you have a window after hitting forward to press the button, and you can microdash before hitting the button.
GunBlazer Posted March 31, 2015 Posted March 31, 2015 what you mean microdash sonicboom? yeah i'm pretty sure you can do it with any charge move. it's because the game has a certain leniency on inputs so you have a window after hitting forward to press the button, and you can microdash before hitting the button. How big is this window? If it's 10+ frames, dat tech is from the land of the free!
AFRICA Posted March 31, 2015 Posted March 31, 2015 http://www.dustloop.com/forums/index.php?/topic/9909-[Xrd]-Leo-Whitefang-General-Discussion#entry904401 Another data driven question... So does everybody do it with no data to back it up?
Kikuichimonji Posted March 31, 2015 Posted March 31, 2015 http://www.dustloop.com/forums/index.php?/topic/9909-[Xrd]-Leo-Whitefang-General-Discussion#entry904401 Another data driven question... So does everybody do it with no data to back it up? Please use the quote tool to refer to earlier posts. It makes reading and understanding your post much easier, especially for those of us posting from mobile. There is a universal buffer window for all specials, and charge moves can take advantage of it too. If I feel motivated today, I'll test the charge time and the buffer window. Â Edit: I got Graviert Wurde to hit on frame 54 of a recording with no precharging. The S Graviert Wurde has 10 frames startup. That means charge times are 44 frames or less, so I'd round that down to 40 to account for input error and because it fits with what I had thought earlier. Â I managed to delay a buffer by 8 frames, so it's probably exactly 10 frames for the maximum buffer window.
greatfernman Posted April 1, 2015 Posted April 1, 2015 leo and venom have 40f charge times other characters have 30f charge times
GunBlazer Posted April 1, 2015 Posted April 1, 2015 I managed to delay a buffer by 8 frames, so it's probably exactly 10 frames for the maximum buffer window. So it truly is from the land of the free...
AFRICA Posted April 1, 2015 Posted April 1, 2015 http://www.dustloop.com/forums/index.php?/topic/9909-[Xrd]-Leo-Whitefang-General-Discussion#entry904401 Another data driven question... So does everybody do it with no data to back it up?   The link from my post was my failed attempt to quote a post via Tapatalk app, I just can't get that app to work the way I want on forums... ( now posting from a computer) How big is th   Wow... I appreciate the work, thanks. at least I know for sure.  so after I charged for 40 frames, how many frames do I have to play around with before finishing up the move with --> +S to do the projectile?  you know some people say I can "Microdash"  but can I do anything else? Is there anything else? Â
indie_animator Posted May 8, 2015 Posted May 8, 2015 I stopped using him the past few weekends, but with the patch making inputs easier, maybe his OD motion is easier to do now... And the third part of rekka (which I had trouble w/for some reason).Â
greatfernman Posted May 8, 2015 Posted May 8, 2015 thanks to the new H sonic boom speed, H sonic boom YRC after rekkas is way better now you can do dash 5[H] dash K and depending on how you time it you can either cross up or not (edit: nvm it doesn't cross up because its a true blockstring, you can do to side switch if you want, you can crossup with H, but that's slow and totally reactable) you can also go high with H if you want. also H sonic boom YRC dash throw >P>jc j.S>jc j.H>j.236H or P>hjc j.S>j.H>j.236H works (except on ram and faust it seems). you have to get all four hits of the projectile to hit the opponent after you throw them to connect the P. also you can only let j.S hit once against ky, against other characters you can do j.S(2)
Toushi Posted May 13, 2015 Posted May 13, 2015 Guys, what is the easier way to do Dash > HS sonic boom  ?  I do [4]66+HS but is not consistent at all  Â
Tohno Posted May 13, 2015 Posted May 13, 2015  Guys, what is the easier way to do Dash > HS sonic boom  ?  I do [4]66+HS but is not consistent at all    That's the best way imo
C4IQ Posted May 13, 2015 Posted May 13, 2015 I tend to hold down the secound 6 motion. Tends to be more consistent for me but if you mess up you get 6H which isn't always good.
Toushi Posted May 13, 2015 Posted May 13, 2015 I mean, you can do  [4]66 + HS  [4]6 + 6HS  What is more consistent ?  There is other ways ? Do I need to do all this this quickly or there is a delay in some part ? Â
C4IQ Posted May 13, 2015 Posted May 13, 2015 You can only do it one way. I play on a hitbox so Iam prob not the person to give you the best advice
zankoku Posted May 13, 2015 Posted May 13, 2015 [1]66H works too if you don't want to be walking backward, obviously. But there's no real shortcuts to dash sonic booms, if that's what you're asking.
Kikuichimonji Posted May 13, 2015 Posted May 13, 2015 how many frames do I have to play around with before finishing up the move with --> +S to do the projectile? you know some people say I can "Microdash" but can I do anything else? Is there anything else? You have (approximately) 10 frames after you stop charging to release the fireball. This is actually pretty lenient, so if you're not getting the fireball, make sure that you're doing the dash as fast as possible and also that you charged long enough. I mean, you can do [4]66 + HS [4]6 + 6HS What is more consistent ?There is other ways ? Do I need to do all this this quickly or there is a delay in some part ? Â It's just a Sonic Boom with a dash before it. Don't overcomplicate it. You can do whatever you want for input as long as you start with a back charge, get a dash, and then hold 6 while hitting S. This isn't terribly important either. I personally prefer not to do the dash for H fireball and just do a meaty after the YRC to stop them from moving. This makes the fireball hit later, which gives you more frames to abuse.
Dime_x Posted May 21, 2015 Posted May 21, 2015 I've been looking at stuff involving [4]6S YRC, and it seems really strong in blockstrings. I made a little video of a blockstring involving the YRC, and you basically get to IAD j.K for free if they didn't already contest the projectile before the YRC. Â https://youtu.be/GoWwPso2rNE Back when I was still playing this game this was one of my favorite uses for meter. But I didn't do it in blockstrings per se. I just did it at neutral. Also, though this was before any patches, you could cancel much quicker than you show in that vid. You could cancel so quick you can barely even see the fireball forming. It made for a ridiculously good poke for getting and out prioritizing just about everything on its way in. A lot of times I just used it to safely move forward without having to deal with getting poked into a combo. Idk if it still works like that, but yeah, great move.
Toushi Posted May 21, 2015 Posted May 21, 2015 This isn't terribly important either. I personally prefer not to do the dash for H fireball and just do a meaty after the YRC to stop them from moving. This makes the fireball hit later, which gives you more frames to abuse.  Thanks for the advice! Can you make a video showing the [4]6HS YRC blockstrings/mixups possibilities ?  I sure it will help a lot of people.
Kikuichimonji Posted May 24, 2015 Posted May 24, 2015 Thanks for the advice! Can you make a video showing the [4]6HS YRC blockstrings/mixups possibilities ? I sure it will help a lot of people. I will in the next week or so.
greatfernman Posted May 28, 2015 Posted May 28, 2015 https://youtu.be/2cyOjk6uUPc here's the throw thing i posted about a few weeks ago, i finally got it consistent on all characters by realizing that the last hit of rekka hits different weight classes different distances forgive the shitty camera work and video quality
zankoku Posted May 28, 2015 Posted May 28, 2015 https://youtu.be/qirG52PwvEM Still not entirely certain of the applications of this, but 5H > 236H not being throwable or reversal-able on normal block (still has a gap on IB) seems to be a valid way to blockstring into stance and be positive on block?
greatfernman Posted May 28, 2015 Posted May 28, 2015 yeah that behaviour is super strange, it's not entirely proximity based as i demonstrate in the videos. it's super weird, and there are ways to ensure the next time you do berserker slash you'll get the fast one, but they involve dropping combos so... i made two videos about it in january https://youtu.be/95JwbHxQ-bw https://youtu.be/GNqI6OEvAzs  basically if you're in the state which would have the fast 236H, but you're too far, you'll get the slow version and then lose the state. but if you never get the slow version, you can freely move and play neutral and the next one (if you're close enough) will be fast. it's really really really odd
zankoku Posted May 28, 2015 Posted May 28, 2015 Weird. I forgot to confirm, but is it still the raw 236H in terms of the attack (+2 on block, can't rekka into 214S, combos into bt.K or bt.S on counterhit (which can't happen in this case))?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now