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Everything posted by shtkn
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
yeah, i'll be going to james tourney on sat. why don't you guys come down friday night? ds, go bug ben/ken/purrin for a ride or soemthing -
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
I actually think ben's place is better for hosting, but since it seems that my place is closer for the majority of ppl, I will continue to host. It's good to know that we have a few potential backups in place. -
off CH air throw, you can do a [6B] > [2B] > 2D > what jyosua said. the trick is to do a 6[6B] motion so you are basically doing a running [6B] asap to cover the entire distance.
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i'd believe their colors were from incidental characters like Bang Subordinate C before their colors were from alternate colors pallets. maybe their colors are from unannounced characters?
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
yeah, i will be hosting this friday night. -
im going to assume Bridget is amane because they're both girly-men
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iirc wolf cancels are now direction + D instead of direction + C. transformation is now 5D
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
i'll show up, though a bit later due to work and such. -
this is not a productive area of discussion... do i need to close this thread until the new location test happens?
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there is a dash recovery animation, but it can be canceled into block or attacks, so i don't think there's dash recovery. at least taht's what i've found from my testing. no idea about trip guard, not even sure how i'd test it. just sweep as ppl jump at you?
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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
shtkn replied to A.X.I.S.'s topic in Kanji Tatsumi
so are you guys going to update hte wiki? some statistics: kanji page on the wiki has 10.9k views. kanji combo thread has 4.4k views. if you want to help people, update the wiki. not to mention moderator duties include updating the wiki -
you guys can do testing too... A and SB were +3 when done at close range. didn't test B for obvious reasons
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http://www.youtube.com/watch?v=vsV1nUhoqSA&list=UULXJMzL--7dDtgYa5onheCw&index=4&feature=plcp pulsr explaining how to do triple tornado combos. dunno if it was posted,but it seems important.
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from my testing, it seems that all coups are -4 at close range. spacing it out makes it less minus or neutral. couldn't get it to be +. edit: able to get A droit at max range to be -2 able to get B droit at max range to be +2 able to get SB droit at max range to be +1
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P4A's Training Mode (Frame Data Related)
shtkn replied to TheRealBobMan's topic in P4:Arena Gameplay
Short hop testing: 43F total 9F landing recovery fastest attack input: 17F. it might be possible to do it faster? I dunno, don't know how to use the turbo on my stick. -
Looking for P4U Casuals 626/909 Diamond Bar Area?
shtkn replied to PiNG's topic in Offline Community
you'd have better luck asking here: http://www.dustloop.com/forums/showthread.php?30-California-Love-The-SoCali-Thread -
Hokuto no Jersey thread: Fist-pump of the North Shore
shtkn replied to bbq sauce's topic in East Coast
or click on that "Add a video stream" link at the bottom right of both Stream Boxes... -
circ you wanna double check to make sure koopa's correct on no super armor before we change the wiki description?
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http://www.dustloop.com/wiki/index.php?title=Damage_(P4Arena)#Awakening
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5AAA and 5AAAAA are jump cancelable only on hit. 2B can be jump canceled on hit or block, but the poor horizontal range vs crouching opponents means you're going to have to be right next to them when you do it.
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P4A's Training Mode (Frame Data Related)
shtkn replied to TheRealBobMan's topic in P4:Arena Gameplay
http://www.dustloop.com/forums/showthread.php?14493-Mitsuru-Kirijo-General-Discussion&p=1378400&viewfull=1#post1378400 tested mitsuru startups for most attacks. How would i test supers or frame advantage? -
tried to calculate startups using the playback mechanism: mitsuru startups 2AB 20 [2AB] 24 total 5AB 34 5A 6 5B 16 [5B] 26 5C 16 5D 28 2A 8 2B 10 [2B] 16 2D 24 j.A 6 j.B 10 [j.B] 16 j.C 11, 15 for higher hitbox j.D 24 A Coup 8 B Coup 19 SB Coup 6 D Bufula 51 C Bufula 19 SB Bufula 30 ground throw 4 air throw 3 BD 9 j.BD 9 IB window is 7. Begining a block 8 frames before an attack will not give you the IB. throw break window is 14. Pressing CD on the 15th frame will not break the throw. yes, i know my values are off by 1 compared to the ones in arcadia. maybe the difference is due to when we count "frame 1"? Probably should +1 to all my startups. i calculated startup from the first change in animation frames to when the hitspark appears. i calculated ib by pausing every frame before an attack and holding back until it no longer instant blocked i calculated throw break by trying to break a throw from when the green circle appears and attempting throw breaks each frame until it no longer worked