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shtkn

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Everything posted by shtkn

  1. 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
  2. depends on if you can easily react to it or if you need to predict. the former means it's a free punish for you. the later means it's a footsie tool that probably needs 50 meter so you don't die if they block it.
  3. i added that sentence to the wiki. my source: http://www.dustloop.com/forums/showthread.php?14789-Frame-Data-for-All-Out-Attacks the arcadia thing mentions faster startup at higher levels. iirc it was also tested that it becomes safer, but i don't have a source for that bit. probably needs to be taken out if we can't confirm it.
  4. i look so bored in my photo haha. for me, it was tuesday monday
  5. good to know! maybe we can even use this to figure out things like hitstop or attack levels and whatnot. maybe if i'm bored enough i can do this later. if you've got really good recording equipment, i bet you could use the hitstun meter on the side to figure out how much hitstun each attack actually has!
  6. finally found out what's causing the "random" 800 damage j.Bs: it's a JUST FRAME release. feels like if you release right about when the j.B would be charged it'll give you the full 800 instead of 400 uncharged / 520 max charge. learn the timing and you can do it. it's not a clean hit or anything, just learn the timing. her 2B has it too. boosts damage to 1000 instead of 500/650. hitstun seems to be the same as the full charge versions. couldn't get it to work for 5B, maybe it doesn't exist for this move? or someone with better timing than me can do it.
  7. sweep feint > throw or throw bait (4B) or regular sweep. get 50 meter (zoning + marin karin) droit/sweep RC mixup instant overhead j.B > RC > j.B > j.C > stuff if you can hit them with B Droit, you can go into SB Mirror for a quick instant overhead/2A/throw mixup if you hit them with sweep and don't want to go to droit, go to D Mirror for oki. she dones't have much mixup. you scare your opponents into not pressing buttons with your superior range, then go for basic stuff.
  8. so i can't host this friday, a friend of mine is coming to town so i'll be hanging out with him. as such you guys will need to find a new place for this friday. will the saltmines place be available on friday nights? probably less stuffy if it's just dl ppl.
  9. http://www.dustloop.com/wiki/index.php?title=Movement_%28P4Arena%29#Input_Buffer
  10. it's like 500 min damage iirc
  11. agh, friend coming in to town. probably wont be able to go now.
  12. you really don't need to shake much to get out of the ice. when you've reached maximum ice shake, you'll notice the ice block will have white crack lines appear over hte ice block briefly. this means you will escape from the ice asap, so just block after that. still a stupid mechanic imo.
  13. or you can learn to space your 5B > sweep correctly so that you're not in the opponent's throw range. the more i play her, hte more i feel that she's pretty shitty at close range since her normals are so damn slow.
  14. hops in this game are NOTHING like the ones in KOF. KOF hops are a fundamenal part of offense, spacing, etc. I would even go as far to say taht it's KOF's defining characteristic. P4 hops are purely used to call out lows and throws since tehy only go in one direction, have tons of startup, and have a decent amount of landing recovery too.
  15. tested a bit this weekend. Mitsuru's 5A actually WHIFFS on crouching opponents at max range on the following chars: Naoto, Labrys, Shadow Labrys, Elizabeth, Chie, Kanji this means that for a character like chie, she can essentially run at you and crouch/mash 2A if they anticipate a 5A from you. You can counter with 2A or 4B if you read their intentions correctly.
  16. i'll show up tonight and bring a setup. also lol wtf wallace.
  17. yes, he would still get thrown. also, i assume hakumen is still fully invincible during the whole move.
  18. jin changes from mixi, translated thanks to xlolxlolx
  19. i have no idea what's going on in your video. how funky.
  20. if you want a ride for tonight and live by me, then let me know and give me your address.
  21. thanks xlololx for searching this stuff out and translating. really interesting stuff to read. he sounds very changed. new 236D sounds interesting, but i still dont' think it'll be used much since it's 25 meter and i don't foresee any good setups for it (especially with bb's ground ukemi system).
  22. full 15 hit 5C seems to only really be used in fatal combos which aren't THAT uncommon thanks to 5B and sweep both being fatals. otherwise, it's useful for those random 5As you get on standing opponents.
  23. i feel 5D, 2D, j.D all have repeat prorate, so i'd only use one of each per combo.
  24. i wouldn't be surprised if they made some amalgamation of the two as the "ultimate" version.
  25. PM Jigoku_Roa for an address
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