The rate at which your tension gauge pulses indicates the multiplier on your rate-of-tension gain. I remember there being some hard numbers somewhere, or maybe my remembering is funny.
basically
neg-pen gives you a stupid big negative multiplier
ODs, RCs, FRCs, and FDing give you a small negative multiplier
and backdashing/airdashback, too
forward movement, attacking, IBing give you positive multiplier.
Slash frame data is a little incomplete, but, most people's airthrow range is 110 pixels. I-no's and May's are 120. Potemkin's is 130.
In AC, most are 88. I-no's and May's are 96 and Potemkin's is 104. According to this http://www.dustloop.com/data/ac/system.html
[Nevermind. I are wrong.]
GG, Venom: 2K-5c.S(2hits)-2S>CR
ST, Guile: Jumping MK(crossover), 5MK, 5LP, Super
Don't play CvS2, so I can't comment about it.
I just did 6HS>Hammerfall. Hell of a bugger to not get a Hammerfall when you want a 6HS, though.
GG got charge partitioning.
I don't think I've come across any fighting game that doesn't.
You don't necessarily have to break up the charge into equal parts. You just have to make sure you don't spend too much time not charging, otherwise you'll lose your charge.
Time (in frames) to rise from ground.
Name = face-up/face-down
AN = 36/32
AX = 36/32
BA = 36/32
BR = 36/34
CH = 41/32
DI = 36/35
ED = 36/33
FA = 36/40
IN = 35/32
JA = 39/36
JO = 36/35
KY = 34/32
MA = 36/33
MI = 36/34
PO = 35/33
SL = 37/31
SO = 36/32
TE = 32/37
VE = 36/35
ZA = 32/38
You're invincible till you state changes from knockdowned to standing.
forward + taunt = respect
taunt = taunt
While in the air, 66. From the ground, most common input, 956. There are other ways to input an IAD. The basic idea is to jump from the ground and do an airdash as soon as possible.
Same as chaining, but more metal . To cancel the recover of a normal with another normal. Most people can chain their punch into a kick into a slash, and then, into a hard slash.
Or is it the same as from XX?
lol, damn. Was doing my inputs too fast, the game didn't want to do them.
gg's KomagPHL, you coming to c3?
4r5 | 4R5| Wheaton, Maryland | Delay 4 (I guess)
If I'm getting pressured by Jam (or anyone else) in the corner and I see a jump, I walk a pixel or two forward and now they're in the corner. If I hear an IAD, then during their IAD startup I talk a pixel or two forward then duck, and now they're in the corner.
Yeah, airdashes have startup, in which you cannot do anything. It's why you can't block immediately after an airdash.
Option Selecting between a throw and a FD block is for the most part out. There's some weird way to do it with airthrows, when you don't have any burst. Search for "ThrowSubstanceComplex" But all the other forms of option selecting is still in the game. Like holding back in certain combos will airthrow/block if they try to burst.
Anyone got wakeup frame data?
Just outside of MD, in Ashburn VA.
http://forums.shoryuken.com/showthread.php?t=128134
http://www.dustloop.com/forums/showthread.php?p=125218
Tournament once a month, every month.