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Posted

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.

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Posted

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!

Posted

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.

 

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.

 

I managed to delay a buffer by 8 frames, so it's probably exactly 10 frames for the maximum buffer window.

Posted

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...

Posted

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?  

  • 1 month later...
Posted

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). 

Posted

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)

Posted

Guys, what is the easier way to do Dash > HS sonic boom  ?

 

I do [4]66+HS but is not consistent at all 

 

:sweatdrop:
 
Posted

 

Guys, what is the easier way to do Dash > HS sonic boom  ?

 

I do [4]66+HS but is not consistent at all 

 

:sweatdrop:

 

 

That's the best way imo

Posted

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.

Posted

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 ?


 

Posted

You can only do it one way. I play on a hitbox so Iam prob not the person to give you the best advice

Posted

[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.

Posted

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 ?

 

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.

Posted

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.

 

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.

Posted

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.

Posted

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.
Posted

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?

Posted

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

Posted

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))?

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