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Everything posted by 4r5
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Got it to work. Had to go into the page source and copy&paste the link from there. To, I guess, keep firefox from englishifying the link.
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Having the same problem. From http://page.freett.com/neri3/index.htm , Hovering over the link shows it as http://big.freett.com/neri3/Yellow~Black.zip But when I click on it, save as, copy&paste, or FlashGet it keeps coming up as http://big.freett.com/neri3/Yellow%C2%81~Black.zip ; With a 404 ( http://msg.freett.com/errmsg.asp?404;http://big.freett.com/neri3/Yellow%C2%81~Black.zip ) When I manually type in http://big.freett.com/neri3/Yellow~Black.zip ; I still get a 404 ( http://msg.freett.com/errmsg.asp?404;http://big.freett.com/neri3/Yellow~Black.zip ) Using Mozilla Firefox 1.0.7
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Stay the fuck away from Potemkin. I like to jump around outside his f.S range, with him a bit outside my j.S or airdash range. Basically 2/3 of the round will be played like this, interrupted by brief periods of HUGE damage. Potemkin wants to try to move in on you and you want to punish him when ever he tries. As for Pote's jumping oki. Sometimes you gotta block, sometimes you gotta backdash, and sometimes you gotta jump. It's a mixup. It's one of Pote's best mixups. Best thing to do is not get knockeddown in the first place. I save up burst and meter just for when I screwup and get knockeddown. Burst, deadangle, or super my way out. All those are still baitable, but it gives Pote more things to worry about. Is Zappa doing the DogBite-trap or the RTSD-trap?
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
The Robo-Ky forum. And if there isn't already a thread about Mk2, then you can just make one. -
Use to play like that. Then it changed to the same exact thing but with my palm faced to the right. And now I switch inbetween the two as I play.
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You can jump, if you have jumps available. But RC doesn't magically grant you additional jumps. I don't know the specifics of the combo you provided, but if she is jumping after the RC and you say that she normally can't then, like Darkhonor said, she must be jump-installing. And don't confuse Jam's 236P with a jump.
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RCing the kicks do not give Jam an additional air-jump.
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Say you are playing Testament and you want to GraveDigger someone. You could just GD out of the blue and maybe it will hit and maybe they will block it and slap you for half your life. Or you can connect with a HS first, if the HS hits then you GD, if it gets blocked then you net/tree/exe.
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Instead of giving you 10-hit Grand Viper, jap sticks will go back to neutral when you let go of the stick.
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Instant Air Dash http://www.dustloop.com/forums/showthread.php?t=372
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I had the same problem when I first started using stick. Had trouble IAD from 1p side and the stick would move around a lot in my lap. Just keep practicing. Eventually you'll find a position for your hand, your wrist and arm muscles will get faster, and you won't be pushing the stick all around your lap.
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IB reduces pushback and block stun. As for advantage... Hit Stun Chart Lv1 Lv2 Lv3 Lv4 Lv5 Standing Hit 10F 12F 14F 17F 19F Crouching Hit + 0F + 1F + 1F + 1F + 1F Ground Counter Hit + 0F + 2F + 4F + 8F +12F Air Hit + 0F + 0F + 0F - 1F - 1F Air Counter Hit + 6F + 9F +16F +18F +??F Block Stun Chart Standard Guard 8F 10F 12F 15F 17F Faultless Defense + 2F + 2F + 2F + 2F + 2F Instant Block - 2F - 3F - 3F - 4F - 4F Air Standard Guard + 4F + 4F + 4F + 4F + 5F Air Faultless Defense + 6F + 7F + 8F + 8F + 9F Air Instant Block - 2F - 2F - 2F - 3F - 3F For example, Johnny's Standing Close Slash is a level 3 move with 8 frames of recovery. So if Johnny connected a c.S, on the last active frame, and you blocked it, according to the chart, you would take 12 frames of block stun and Johnny would be at +3 frames. But if the you nstant blocked it, you would take 9 frames of block stun and Johnny would be at ±0. SSSSSsAAaRRRRRRRr <- Johnny's c.S BBBBBBBBBBBb <- Normal Block BBBBBBBBb <- Instant Block
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I was gonna make an avatar of the fish within a fish within a fish, but now it's not fresh! ;_; You took it from me! Now it's your responsibility to make it!
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- humor wasteland
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You be stealin!
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This changes everything!1 Can I assume the same thing happens when you cancel normals in to specials and overdrives?
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D: P-6HS(frc), S.c-2P-2K-2S, HS(frc), HS(frc), 9K-S, 9S-HS
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I just picked up Robo-Ky a while ago and I'm in training mode fooling around with frame data. Robo-Ky 5P : 6 Startup, 4 Active, 3 Recovery / Level 3, 19 stun on crouching-counter-hit 6HS(level 2) : 19 Startup SSSs - Startup AAAa - Active RRRr - Recovery HHHh - Hit stun Every one character equals a frame. 1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on first active frame. HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. 123456789012345678 <- Any move that gatlings off 5P with 18 or less startup will combo. 1234567890123456789 <- Assuming gatlings start on the first frame of recovery, 6HS(lvl2) gatling shouldn't combo. Now obviously there is something I do not understand. According to what I previously thought was true, the P-6HS(lvl2) gatling shouldn't combo, yet it does. I think what might be going on here is that stun is applied on the frame after you connect. So then it would look like this: 1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on first active frame. HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. 1234567890123456789 <- 19 or less startup will combo. 1234567890123456789 <- Startup of 6HS(lvl2) is 19 frames. But,1234567890123456789012345678901234567890 SSSSSsAAAaRRr HHHHHHHHHHHHHHHHHHh <- Connect on last active frame. SSSSSsAAAaSSSSSSSSSSSSSSSSSSsA~ <- P-6HS(lvl2) gatling.The 6HS(lvl2) goes active one frame too late? Recap: Robo-Ky's 5P-6HS(lvl2) gatling combos on crouching-counter-hit. I thought it shouldn't, but it does. What's up? (Don't say Goku.)
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Yes. JI, you don't leave the ground. TK, you do leave the ground.
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I made the wallpaper from leblackdragon's Everybody Loves Dizzy comic. http://leblackdragon.deviantart.com/
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Doh, why didn't I think of this first?!
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If you play Johnny, any hit into coin a low tk ensenga will hit twice overdrive. ODs go through superarmor a well timed throw a well timed hit, after the superarmor and before it goes active at max distence, K-S(f) if at lvl3 and don't want to spend a coin, hit>MC>hit just to name a few