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Everything posted by 4r5
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Can we get some context? Like, is the 5P part of a tech trap? Or is everything totally neutral and you are just jumping in and he's 5Ping you out of you j.HS? And no internet for me till I get back home, friday evening
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It's not that Zappa has 1 frame of recovery. Backdashes are technicly all recovery. He just has less frames in his backdash. (11 compared to 21) Pote can cover the same amount of distance, but with less exposed frames.
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Both PO's and ZA's dackdashes have only 1 frame of vulnerability, at the end. PO's backdash last longer, which gives him more invulnerability frames. But a longer backdash can be both a good and a bad thing. But PO got PoteBust, so let's make it simple and say he has the best backdash.
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MistStace JackHound isn't in the game already? Or do you mean HackHound? (Which has reportedly been fixed in the USA version.) Fairly certain that Venom controls the air much better then Johnny. You know, balls bouncing around and all. If you ever get into a position to DB or KJ a Venom player, then either the Venom player screwed up and deserves to get hit, or you worked very hard and deserve that hit. Note to self; when back in town, check to see if DB can remove hit potential from more then one projectile.
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I got alot of Anonymi around me. GET OFF OF 4CHAN!
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Have I just been called corn?
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ah, I knew I was forgetting to do something. So anyways, You don't need to MSJH if you set it up right Youtube is doing maintenance, so here's a vid I uploaded to my university account http://userpages.umbc.edu/~esara1/noMSJH.zip (don't rape it too much, though it's less then 3mb. so it shouldn't be a problem, I think...) http://www.youtube.com/watch?v=E5_V9ln8uKQ When doing MFH3 to coin to Jackhound, general rule of thumb is that they need to be high enough and far away enough, when MFH3 hits, that you can throw a coin in such a way that the coin connects low enough that, both, a Jackhound will hit and low enough that a Jackhound will not pop them high enough to tech out. But if you can do it with a MSJH, or MSDJH, then more power to ya.
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config.exe second grouping down, on the left. Uncheck the first, of two, checkbox.
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Been happening since XX. It's a UFO. In AC, the painter paints an Alien.
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So I recalculated the mistcancel stuff. LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F) Hit Level == Mist Level 1/2/3 1 == -4/ -1/+1 2 == -2/ +1/+3 3 == +-0/ +3/+5 4 == +3/ +6/+8 5 == +5/ +8/+10 Attack == SD/MC1/MC2/MC3 P == [B]+-0[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/+1 K == [B]-2[/B]/ [COLOR="Blue"][B]-2[/B][/COLOR]/ +1/+3 c.S == [B]+3[/B]/[COLOR="Red"][B]+-0[/B][/COLOR]/ [COLOR="Blue"][B]+3[/B][/COLOR]/+5 f.S == [B]-11[/B]/ +3/ +6/+8 HS == [B]-16[/B]/ +5/ +8/+10 6P == [B]-2[/B]/+-0/ +3/+5 6K == [B]-3[/B]/ +3/ +6/+8 6HS == [B]-15[/B]/ +5/ +8/+10 3HS == [B]-14[/B]/ +5/ +8/+10 2P == [B]+1[/B]/ [COLOR="Red"][B]-4[/B][/COLOR]/ [COLOR="Red"][B]-1[/B][/COLOR]/[COLOR="Blue"][B]+1[/B][/COLOR] 2K == [B]+2[/B]/ [COLOR="Red"][B]-2[/B][/COLOR]/ [COLOR="Red"][B]+1[/B][/COLOR]/+3 2S == [B]-4[/B]/+-0/ +3/+5 2D == [B]-8[/B]/ +3/ +6/+8 As you can see, at level 1 mist, it is worthless to MC: 5P, c.S, 2P, and 2K. Everything else is a-ok to MC, assume you can MC as fast as possible. RB, I slapped it under misc info. You can do with what will you from there 2007/08/15: OK, fixed it, red is no-no, blue is a-ok if you can do it at fastest.
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What kind of mod? And do you have a USB stick? And most importantly, do I feel like explaining how to do this?
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Good job smelling that stomp super.
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Oh shit, Me playing Anji! I have to see this
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Sorry, missed that it was an airdash. Nothing funny happened when I just did Eddie's fly mode from a jump. And still nothing funny when I do a 69 iad. But something funny happens when you do an iad, then try to move forward or back. Some sort of glitch is going on that reverses Eddie's horizontal movement, when he is near johnny's mf3p. So, yeah. Something funny is going on. But it's not that mf3p has a vacuum effect, but instead it appears to be a weird glitch. Next step is to figure out if this is a console glitch, or if it's in the arcade version also. I would have a video of this, but my capture software doesn't want to seem to work any more.
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http://www.youtube.com/watch?v=nDzPt8VX8rM
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Looks like whoever is just flying Eddie right back into it. Don't confuse Eddie's Flying's drift and natural tendency to descend with MF3P having a pull-in effect. If maybe you can show the Eddie player's inputs.
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I'm not talking about the kind of properties that Axl or Pote's 2S have. I'm talking about something like what Heart has ( http://www.youtube.com/watch?v=yeRoKxKntN8 ) which is what I think doomscyther is saying the mist finer was doing, sucking I-No in to it's attack. Which mist finer does not do. I think I-No just ran out of horizontal velocity and descended into the attack.
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Oh, then it sounds like he's just falling into it. I mean, come on, a MF3P last for 60 some frames, and I-No's air basckdash is like, what? 15 frames?
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Level 3 Punch Mist Finer doesn't have a 'gravity effect'. You're just hitting him out of his air backdash. But for you, I will quintuple check latter tonight, when I have some time. By the way, if I were your brother, I wouldn't risk trying to evade a Lvl3 MF. Just block it. The lost in Johnny's investment is punish enough. EDIT: To clarify, vacuum is an effect that happens on block or hit. Mist Finer, I don't think any move in the game, does not have a pull-in effect, ala Mr Heart from Hnk.
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It's the way Eddie falls. You have to delay the coin, so that Eddie's hitbox lines up correctly for the coin to hit.
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Well sometimes it combos, so I was trying to figure out how, as we fought.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
Jump Cancel http://www.dustloop.com/forums/showthread.php?t=372 -
Nobody said Anji is low tier. And nobody said Johnny has the advantage over Anji. All I said was that Johnny vs Anji was a lot less demanding on my head. Oh, and be careful about confusing good players with good characters. I think you can jump out of all Little Eddie summons chained off a block string. Not sure yet, I'll try next chance I get. Potemkin: Back in Slash (and possible earlier GG's) if you timed a forward walk (NOT a forward dash) the moment Slide Head hits the ground, you won't get knocked down. It was a handy trick. I haven't tested to see if this works in AC.
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neutral tech is slower http://www.youtube.com/view_play_list?p=5F475E517C9626A5
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nah, it did. But the combo isn't actually a combo. It's techable in between the coin and upper mistfiner. You can tell if a combo is techable or not by watching the combo counter. If "beat" turns black, then it means the combo isn't a combo and is teachable. When in practice made, set "Recovery" to either front or back.