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4r5

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Everything posted by 4r5

  1. 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
  2. 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?
  3. Sagat does scream out "Tiger KNEEEEEeee". Whatever, doesn't matter where it came from. The point is how to do it.
  4. http://www.dustloop.com/forums/showthread.php?p=44892&highlight=clean#post44892
  5. Prorate doesn't happen unless it's the first hit of a combo, or is forced-prorate.
  6. AAAALLLLLLLLLLLLLLLL the way down at the bottum. That's where the good stuff is.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. That is totally possible, and I'm doing it right now.
  12. Are you sure? 'cause I can't get it to work. I just keep gatling into a dust.
  13. 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.
  14. 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.
  15. 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.
  16. Is the Sol using iad j.h as oki? 'Cause if so, goodluck airthrowing that.
  17. As someone leaves blockstun, they still have 5f of throw invincibility.
  18. 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.
  19. http://www.dustloop.com/forums/showthread.php?p=63036&highlight=throw#post63036
  20. 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.
  21. 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.
  22. 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?
  23. 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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