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Everything posted by 4r5
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Well, I would ask for just the good ones, but what I think is good and what someone else thinks is good most likely differ. So, being able to have all of them and then filtering them out myself would be nice. How bout we just start with the May and Chipp vids? Or if you can only get me one, give me a good quality version of this: http://www.youtube.com/watch?v=13EeqK_jxj0
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Thanks, but I don't need match vids. Those are actually pretty easy to find.
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ALL #r and Slash combo vids. Some would be helpful too.
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That damn FB Slide. She's getting it way or another. It's a ForceBreak, just 25%. You pressure, they get it. You don't pressure, they get it. You hit them, they get it.
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2D is how you dodge Lv5 Stun Edges.
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I think the bigger question is: Did Potemkin have a FDC infinite in GGX?
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10yrs of GG Generations baby!
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Anyone still have their #r and slash combo vids hanging around?
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http://www.youtube.com/user/turetanjanaituttanda
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You might see some of these else where. So here are the traditional meanings. (X), when suffixed to a move, means to only do the first X hits of the move. Hakumen example, 214B(1)>41236C, means to do 214B, then cancel to 41236C before the second hit of 214B. ~, means that the time between the two button presses is shorter then the usual. A~B means you would hit B sooner then you would with A,B.
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Josh playing risky there
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
4r5 replied to Wolf Pup TK's topic in Archive
CH 6D combos to AH and a bunch of CH stuff don't guarantee an AH, but they do create a funny can't-jump situation where your opponent is forced to backdash or do some other reversal. If you're Hakumen, you're kinda fucked. edit: actually, I guess any setup that involves a knockdown, they can just delay their tech. oh, and non-CH 6D forces a reversal -
You gotta cancel in to the 214C late in the dash, for the 5C or 2C to combo. If you missed my post about it. And are wondering why sometimes you get the combo and sometimes you don't.
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http://www.nicovideo.jp/watch/sm7760286 http://www.youtube.com/watch?v=MZ38bLxsBfU nothing terribly interesting
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Litchi's 6C is airtight on IB Hakumen's 41236C is special-cancelable. Though, if he doesn't have anymore stars, then he's committed. Ragna, if he feints the second hit and you tried to d-counter it, you're screwed. Better off just blocking the first hit and mashing C. Tao can drive off any of her 3C hits, then feint the drive. or were you talking about just general points to look for counters, and not guaranteed counters? shrug. only fight jins who hit-confirm the ice car
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hells fang is Ragna's dash punch thing right? It's pretty easy to react to, but he's not committed to the followup as soon as he does the first hit. By multi-hit moves, I'm talking moves like (and now I struggle to think of a multi-hit moves, goes to load up training mode...) well, I was going to say some of Noel's 2hit CR-moves, but apparently even if you IB the first hit the two hits are still airtight, So they might as well be 1 hitting moves. So I just went through half the cast, and all the commitable multi-hit moves I've found are airtight on IB, so those are out. The only move I've found is v13's 4B. She has to do both hits. Can't dash-cancel, can't special-cancel, no nothing. Now the problem is that a v13 never has to use 4B on you. But yeah, moves that hit multiply times, where they have to do go through all the hits (unless they RC). ok, just skimmed through the entire cast. v13's 4B and Tager's tech-wheel whatever super might be the only two guaranteed d-counters in the entire game. And a v13 is never going to use 4B on you, and Tager's super was already very punishable on block.
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You're either guessing or you're reacting. That's about all there is too it. There's no safe way. Oh wait, there are probably some multi-hit moves that you can get a free drive-counter on. Like SB'ing BadLands in GGAC, and the only way out of getting d-countered is to RC the move.
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backthrow and both throws in corner, you get 214B. I never really bother with 623A>A, I just use the two stars for 236A>23A,2C
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Yeah, I knew that long before zetaboards went up. But I was hoping. I was hoping really hard.
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Yes, I know that. But specific moves notes supersede general game systems. The question is, is 5A's move notes a typo/misprint, or is the duration of Hakumen's forward dash wrong, or is something else wrong.
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So zetaboard guide says that Hakumen's forward dash is 16 frames duration. And that Hakumen's 5A inflicts 24 frames of block stun. (it specificly says, "guard recovery 24F" which I assume they mean block stun) So that means if 5A hits on the first activate frame, then there's 8 frames of recovery. 8 frames of recovery, plus 16 frames of dashing, equals 24 frames. At the end of the dash Hakumen should be at neutral frames with the opponent. Right now I'm testing it out, by setting the dummy to mash on neutral throw (7f startup). I make the dummy block a 5A, then set it to start mashing during its blockstun. I should be able to dash forward and 5A the dummy out of its throw attempt, but I'm getting thrown every single time. It's not a counter-throw either, I'm getting thrown during dash recovery. I take this to mean that the Zetaboard guide is wrong again. Or am I doing it wrong? I suppose it's moot. Who blocks standing against Hakumen?
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suck bad at timing. practice more
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The bigger question is why are you trying to get in on Hakumen? Almost the entire cast is able to threaten Hakumen outside his range. And I'm pretty sure about half the cast gets free damage for blocking any of Hakumen's C normals. And everyone should be able to punish Hakumen for whiffing a C attack, except maybe another Hakumen, lol.