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Everything posted by 4r5
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- 2,057 replies
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- humor wasteland
- not even funny
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(and 2 more)
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Your best challenge is Play Memory!
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Toki has good here/nothere mixup.
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I was going to say you're crazy, but then I thought about it. Maybe your character's FD animation makes it easier for you to guage the distance/positioning required for airthrow?
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Are you saying if you FD or if your opponent FDs? And air FDing adds the most block stun then any other form of blocking. So if you are talking about your opponent FDing an attack in the air, then you might find it easier to airthrow them because they have less frames to counter your airthrow attempt. Maybe?
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http://www.keepvid.com/ + http://applian.com/flvplayer/?src=KeepvidPlay
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The only good Eddie I've ever fought was Marn's. And I just tried to stay inbetween the two drilling areas and when ever I see a close drill I do DB/coin/lvl2MF. If I ever get locked in rushdown, I mash on back, for random IB/backdash, and 2P/2HS, while being thankful that Little Ed doesn't increase gaurdguage.
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No throw inviciblitly, also.
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I thought the same thing too. Till GBlood told me about how after roman cancels normals can be negative edged. The same night, while playing, I noticed this to be true.
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Taunt/Respect
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Jump Install http://www.dustloop.com/forums/showthread.php?t=372
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[/] Slash Johnny DB Combos For Those Who Are Interested FAQ
4r5 replied to CrazyDazed's topic in Archive
Guy gotta verify the combos, by doing them, first. -
Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
Millia and Dizzy can not jump again, after their airdashes. They can airdash again, after their airdashes. Not to sure about this one. Johnny has all his FRCs before the hit, so I never had to worry about this. BUt I'm going to assume... Timing can be a little diffrent depending on when within your active frames you connect on. Not sure if blockpause and hitpause are diffrent lengths. And gameplay questions, like these, should go in the Stupid Gameplay Questions Thread This thread is for non-gameplay. -
Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
Chipp can. Since he is the only char that can jump after an airdash. Ground-jump, air-dash/air-jump, air-jump. It's called hitpause. In general, for moves with their FRC occuring after the hit, their timing will change. Moves with the FRC before the hit don't ussual have to worry about a change in timing. Mininum IAD height is diffrent for each char. -
Like cancel into a tk'ed special? The only thing you would need to cancel into a tk'ed air move is that the move you are canceling from be jump cancelable. Though you aren't really canceling into the tk'ed special. You're actually canceling into a jump then performing your tk'ed special. But this doesn't really matter. It's all the same.
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Happy birthday, trag! Thanks for dustloop.com!
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A reversal is when you do a move on the first possible frame after any sort of recovery. In guilty gear, I forget when the 'REVERSAL' appears. I know it appears when you do a non-normal on wakeup. In other games, like Street Fighter, they have the word appear for every little thing. Other games, they have nothing.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
Let me reclarify myself. Most sticks aren't manufactured with the ball tight enough. So under normal use the ball will eventual come loose. The solution, as mentioned above, is to retighten the ball. Really, really, tight. Your Sammy stick obviously falls under the 'most' category of manufactured sticks with not-tight-enough balls. (Balls. Lol.) -
Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
Most sticks aren't manufactured with the ball tight enough. -
Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
just screw it back really really tight. You may need some gripping material. Alternatively, you can open up your joystick and at the base of the stick there is a notch for a screw drive to fit in and you can use that as leverage to tighten the ball. -
Damn. Projectiles are serious business.
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double jump air dash anti air? you say you saw these in combos?
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You go through the same amount of guardstun, whether standing block or crouching. I think you're getting something confused. Here, Let's say I hit you with Johnny's 5K. 5K is a lvl2, 6 frames of startup, 5 active frames, 9 recovery frames. If I hit you with this move, and you do a regular block, you suffer 12 frames of gaurdstun. Now the static diffrence that occures depends on which of my active frames I hit you on. For example, if I hit you on the last active frame of my move, I still have to go through 5 frames of recovery. meaning I would be at +2, advantage. But if I hit you on my first active frame I still have to go through the other 4 active frames plus my 9 frames of recovery, leaving me at -2 disadvantage. here's a little diagram Green - Startup Red - Active Blue - Recovery Black - Your guardstun Johnny's 5K - [COLOR=Green]123456[/COLOR][COLOR=Red]12345[/COLOR][COLOR=Blue]123456789[/COLOR] 123456789012 I hit you on my first active frame, I'm at +2 123456789012 I hit you on my last active frame, I'm at -2 See? If anything is wrong I blame it on lack of sleep. Good night. And in the case of projectiles. do some critical thinking and you'll figure it out. night oh hey, someone posted before me. eh, whatever
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Ky's Slash Stun Edge is a level 5 move. Level 5 moves put you in 17 frames of guardstun. 17 frames is 17 frames. If you blocked it earlier then you will leave gaurdstun earlier, but you would of still have gone through 17 frames of gaurdstun. 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 I think what you're really getting at is if you can wrangle your way out of odd-ball situations. And I geuss the answer is: Sure?
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Sagat does scream out "Tiger KNEEEEEeee". Whatever, doesn't matter where it came from. The point is how to do it.