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Everything posted by 4r5
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http://www.dustloop.com/forums/showthread.php?p=44892&highlight=clean#post44892
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Prorate doesn't happen unless it's the first hit of a combo, or is forced-prorate.
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AAAALLLLLLLLLLLLLLLL the way down at the bottum. That's where the good stuff is.
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Tiger Knee is a move Sagat (from Street Fighter) has. Done be 2369K (I belive). Tiger Kneeing a move refers to perform an air move really close to the ground. Done by inputing the motion, while on the ground, adding a jump then finishing the motion with the button. For example, Johnny's Ensenga is doen by performing 41236HS while in the air. To TK it you would instead do, from the ground, 412369HS. The '9' is the added jump. You'll have to slightly delay the HS, to allow for Johnny to leave the ground. OHK = Over Head Kiss. May's command throw.
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All characters have a diffrent weight value. This coupled with character's hitbox size will affect the combos you use. Some characters, like Johnny, have diffrent combos and timings they must use against each character. While other characters might have combos that just work on everyone. I don't know about Millia, but for must characters it's good enough to just know a combo for the heavies (Pote and Robo), the lights (Bridget), and then everyone else.
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Just like Johnny's infinity ([236HS]xN, lawl), it doesn't happen outside of training mode. It's just there to make your life easier. Like maybe you are practicing some sort of fish setup. It lets you not have to wait that extra second and a half to practice it again.
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Fine then, I'll answer it. Let me load up training mode to double check if my memory is correct. When summoning a fish (biting strawberry?), even after it disappers you still have to wait awhile before you can summon another. With 'Bit' set to 'no limit' you don't have to wait, you can just summon up another as soon as the first one disappers.
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That is totally possible, and I'm doing it right now.
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Are you sure? 'cause I can't get it to work. I just keep gatling into a dust.
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Tick them with something that has quick recovery. When they blue burst, IB the burst, then hit them with a gold burst before they land from their blue burst. You can always air-throw any burst at anytime. Provided you don't get hit by the burst. Gold burst, you are invulnerable from everything but air-throws till you land. Blue-burst is the same, but only on the way up, after the active frames you are vurnerable again. And it is quite possible to air-throw that low to the ground. You can practice it in training mode. Set the dummy to burst, and just go at it. Try and air-throw them before their burst goes active. And you can also try stuff like IB their burst then air-throw.
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Dunno, depends. You should go into training mode and experiment with attack memory. Record whatever pressure strings your local Sol uses in to the training dummy. Then try and break it.
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If he's doing it right, the j.H will be in active frames as you are getting up. There's no time to squeeze an airthrow, in there. If you are pressed to airthrow his j.H oki then, I don't know, 1frame jump and instant block the 2nd hit then airthrow, or something.
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Is the Sol using iad j.h as oki? 'Cause if so, goodluck airthrowing that.
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As someone leaves blockstun, they still have 5f of throw invincibility.
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romancancel.com use to have it. But it was for #r and only for a few characters. You might be able to find it, if you poke around the URL a bit.
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http://www.dustloop.com/forums/showthread.php?p=63036&highlight=throw#post63036
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Depends on the move. Generally you can be counter hit during the startup and active frames. But many moves have this extended in to the recovery frames. Some moves are further modified. Chipp's Shuriken Throw, for example, has no counter hit point at all. Millia's standing dust is counter hitable from start to finish. Again, it all depends on the move and their individual properties.
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Depends on the move. It can be during all three or just one. Or it can be half and half or none at all. Whatever they feel like.
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Guilty Gear FAQ Thread - Ask your questions here!
4r5 replied to Kairi's topic in Guilty Gear General
The beat counter greying out is a Slash only feature. Are you playing on Slash? If you are playing on Slash. What is the combo you are trying to do? -
Jam's 236236HS. The first hit increase the damge of the hit after it by 50%. Or something like that. I dunno.
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Nevermind, My Slayer friend is doing it wrong. But late-teching is still cool. Sometimes. Sometimes not. Depends.
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I fight against a Slayer fairly often. But I don't really know what to say about it. I'll just run some stuff off the top of my head. I mostly try to space/poke with 5K, 2K, 2S, and 2D. It's pretty easy to hit a Slayer out of Mappas with a standing kick and the right spacing. I use 2S to tag Slayer out of a Dandy Step. You can IB c.S and throw Slayer out of his f.S. Blocking Crosswise Heel and Pile Bunker are free combos. Watch out if he has meter to RC. Slayer's j.HS is a bitch to 6P. Jumping in on Slayer is hella risky. He can 5P you out of most any jump-in from any distance. For everything else he has 6P, 2S, Crosswise Heel, etc.. But you can still zone fairly well with j.S A blocked Ensenga is a free punch in the face. Outside of combos, I stick to Low Mist Finers. That way he can't Dandy Step or 6P around it. At the end of any air combo that Slayer ends with Footloose, you can late neutral tech and land before Slayer does. If you get knockdowned. Watch out for 6K oki. You can either block it and the resulting block string afterwards or you can airthrow the 6K. IBing the 6K gives you nothing. You can dash over 2HS and 2K and 2D. Some people confuse 5P and Coin. And that's all I can think of, at the moment.
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Remeber that when people wakeup they are granted a brief moment of invulnerability, as their state changes from a knockdowned state back to a normal state. During this 1 frame they are able to act. This means that no matter what attack you lay over them, they have 1 frame to do with as they please, before they have to block anything. Since you play Baiken (I assume) you can use 6K for oki. If I remeber correctly, her 6K has some throw-invuln somewhere in it. Or IAD green mat, and time it so that you land after their 1 frame of invulnerability. Or like, whatever.