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Everything posted by 4r5
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Sorry folks, errors in the MC chart in the AC:Gameplay Specifics sticky. It's all fixed up now.
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http://forums.shoryuken.com/showthread.php?p=4192696#post4192696
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Just be fast. Killer Joker has no hit pause, so you can't use that to buffer in your airdash. Priming the airdash can help, by doing one forward, then FRC, then another forward to complete the dash. 6FRC6 He was able to do that combo by jacking up ABA's guard gauge. When the guard gauge is flashing, hits will automatically be counter hit. It is as you see it: Air-CH 6HS>MC, dash, CH HS>MC, dash, CH HS>MC, dash, 6HS>UMF3, 6HS>OD. The only prerequisite is that you build up the guard gauge enough for the first three hits to be counter hits.
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Did he accidentally cancel into the Dog Bite from a previous Dog attack? 'Cause Dog Bite as a second attack is a blockable level 6.
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I think it happened to me once. Before I go to NYC, or maybe after, I'll see if I can reliable reproduce this.
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whoops, yeah, that's what I ment
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Pote got huge hit box, yo. http://www.youtube.com/watch?v=dZsrRDZi9hM
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Static Differences (Calculated from the first active frame) Guard Balance (How much it adjusts the Guard gauge) Dead-Angle Attack (Alpha-Counter) Guard: H = Can be blocked High. L = Can be blocked Low. F = Must be blocked Faultless Defense in the air. A = Does not need to be blocked Faultless Defense in the air. Cancel: c = Self-Cancelable C = Special-Cancelable J = Jump-Cancelable R = Roman-Cancelable F = Force-Roman-Cancelable TG = Tension Gain For normals, it's how much you gain on hit. For specials, there will be two numbers, one is for on whiff/block, the other for on hit.
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Hey, good looking out. When I say point blank, I mean as close as possible. Also, you know you've done the lowest possible tkEnsenga when there is no jump cloud.
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You can do certain combos that require to do a lvl3 MC as fast as possible. ala http://www.youtube.com/watch?v=3ASKTt9UKQY or you can use the extra frames to fuck with your opponent's mind. My turn is up so I'm stoping here.
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You can tkEnsenga Zappa. Just do it lowest. I haven't gotten alot of Zappa experience since #r. Generally, if he gets a summon, play safe, be patient, wait for an opportunity to get rid of his summon. Don't let him get the orbs for raoh.
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If you don't already know, you gotta be lower then them in order to air throw someone. Reflexes are reflexes. If you don't got the reaction then you use setups and anticipation. Other then that, keep a look out for good opportunities. Helpful hint, keep track of their remaining doublejumps/airdashes and if they are in the startup or recovery of something. You don't want them moving away or sticking an attack in your path, when you try to air throw them. If you time it right, yes.
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Frame data right here. I'm in the process of double checking it. (Johnny data has been corrected and is all good... as far as I know) http://www.dustloop.com/data/ac/select.html I've got no way of figuring the time it takes from her hitting you to her landing, to calculate how much remaining block stun you have. The best we can do is assume that she lands instantly, and thus starts her landing recovery instantly, after she hits you. So under this assumption, She hits you and lands instantly. Now she has 10 frames of recovery, while you have 12 frames of blocking. This is where I realize I made a mistake. Sorry. Under my hypothetical situation, Jam should be at +2 and you have no way of retaliating. But luckily for us Jam doesn't land instantly. Between her hitting you and her landing, some of that 12f block stun wears off and Jam is at disadvantage. By how much? Don't know. But I'm doing Jam's ad.214K as best I can, to produce the lowest hitting Gekirin I can muster. And I'm able to CH her 5K with my 5K. Still a rather small window of opportunity. An IB will guarantee a 5f move, even under my hypothetical situation. Against her 5K, anyways. Her 5P is a 3-framer and her 2P is a 4-framer. I guess there's always backdash. Oh, and throw or OD.
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[ignore this. My brain was on hiatus.] Jam's Gekirin (j.214K) inflicts 12 frames of block stun, on a normal guard. And she has 10 frames of landing recovery. Her 5K is 5 frames startup. Johnny's 5K is 6f. If she could some how instantly land on the ground after hitting you, you're still ahead by 3 frames. You can tag her with a 5K, but you got a 2 frame window of opportunity. 3f if you use a 5framer, like 5P, 2P, or 2HS. An Instant Block will buy you 3 more frames.
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Follow ups from a LMF2 varies with distance. Near point blank, you get nothing. Here's a quick vid to help ya out. http://www.youtube.com/watch?v=lCPuZJRpuBI
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
VVSolVV, people are talking about how the game interprets 6236+button. (This varies from character to character) This mostly affects Sol and Ky players, I think. I play Johnny and doing a 6236S always gives a DBT, through out all XX's. But Sol or Ky has it giving a uppercut from one game to a fireball another. And it flip flops around, Arc can't decide who to let have a running uppercut. -
"lvl6" moves are lvl5 moves that don't follow lvl5 block stun. How much block stun is different for each move. Like Pote's 6HS does 23f and Ky's does 22f. Gotta go to the frame data and read each move's notes.
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Hit Level Lv1 Lv2 Lv3 Lv4 Lv5 Standard Guard 8F 10F 12F 15F 17F Instant Block - 2F - 3F - 3F - 4F - 4F Air Instant Block - 2F - 2F - 2F - 3F - 3F
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http://www.dustloop.com/data/ac/anji.html
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Try asking Mike Z?
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Time/position your j.HS so that his 5P whiffs and you j.HS hits.
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1) Hitting in the middle of an attack's active frames. A common example would be during oki (your opponent's wakeup) you stick out an attack over top of them in such a way that they wakeup in to your attack's active frames and are forced to either reversal or to block. 2) Dunno.
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Respect-Cancel?! I want to play this game.