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4r5

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Everything posted by 4r5

  1. I belive clean-hit is specfic only to Sol's Sidewinder. Just like mashing is specfic only to Sol's Grand Viper.
  2. You all are probably having trouble with either the Japanese characters or the '&' character. Or maybe something else. Your browser may be interpreting the url wrong. http://big.freett.com/mouse_rat/2%CA%AC%A4%CE1%20VE&OR%20combomovie.lzh *wrong* http://big.freett.com/mouse_rat/2分の1 VE&OR combomovie.lzh *wrong* http://big.freett.com/mouse_rat/2__1 VE%20OR combomovie.lzh *wrong* I got it to work by copy pasting the below into my browser http://big.freett.com/mouse_rat/2分の1 VE&OR combomovie.lzh *right*
  3. In Tekken, a 'Clean Hit' reffers to hitting with the first few active frames of a move. When you connect with a clean hit, you gain additional properties, such as extra damage or cripple stun. But in Guilty Gear, I'm not sure if it means the same thing. For Sol's Sidewinder, I just try to get as far up in to them as possible.
  4. I wouldn't count those as throws. More like unblockable strikes, that only hit air.
  5. A third? I only had to tape down two points. Where was the third one? What version is your PS2slim?
  6. Slide card is for the PS2fat. For the PS2slim, get swap magic, then use some tape/glue.
  7. http://www.dustloop.com/forums/showthread.php?t=441 http://www.dustloop.com/forums/showthread.php?t=555 http://www.dustloop.com/forums/forumdisplay.php?f=27 http://www.dustloop.com/forums/showthread.php?t=719 Look around abit before posting. You may find that your questions have already been asked, and answered.
  8. I think it's CvS2 style. Team order is picked before the matchs. Battle starts on the charecter select screen.
  9. It's only visable for a few short frames. Try and pause the game before the 1st hit. And you should be able to see it.
  10. If Ky hits on the early active frames of the 1st hit, then his opponent has enough time to recover before the 2nd hit goes active.
  11. I watch all the videos I download. Even if they're not my mains. That way I know what other chars are capable of doing.
  12. I download everything. Then when I get low on space, I go through my vids and delete any outdated strats, tacts, or combos i see. So like, recently I've been clearing out alot of my old Slash vids. Like all the ones when people didn't know how to punish Ho-Sol and when people were just spamming Jackhounds like it was unblockable.
  13. If I'm playing Johnny and you're playing Slayer. If I do Johnny's forward kick and you block it. I'm going to be at +2 advantage. Meaning, I can act 2 frames before you can, cause I recover from my attack before you recover from block stun. And then, if I decide to do my standing kick, which has 6 frames of startup, there isn't anything you can do about it but block it. Cause if you try to counter attack it, my standing kick is going to stuff whatever you throw out. Because by the time you can act, I'm already 2 frames into my standing kick, and Slayer doesn't have an attack that goes active in 4 frames. So then I go into some sort of DB combo, but I miss the FRC and you airthrow me. GGPO. So yeah, a move has Startup, Active, and Recovery. And then some stuff about when a move connects during the active frames, changes how much recovery and advantage/disadvantage you get. You want to connect Slayer's 2D on the last active frame, to give you the least recovery. Someone else, like Dan, can explain the rest. I'm going to sleep.
  14. Really, just play more. Against other good players, of course.
  15. You must answer this!
  16. Weak to Strongest, from your thumb to your pinky. KSH P D and then R just sort of floats around, somewhere. I put R inbetween my P and D, to insure that I never hit it.
  17. 10 frames till Overdrive-Freeze-Flash after the freeze, 3 frames till first hit then the next two, i'm not sure. probably has someting to do with the second hit. edit: I think I get it now. 10+3->7+2 Start-up: 10 frames(before freeze) + 3 frames(after freeze) Active: first-hit is active for 7 frames. then 2 frames till the second hit (which is active till landing)
  18. the 1.5meg version looks alot better.
  19. Yes. When I was watching other people play Hnk. When they did a blowback and auto-boosted, I glanced down to see their meter, and I always saw it draining. And I've never seen anyone do the auto-boost with an empty meter. Now, while I was playing, I was too busy to look at my boost meter, after I do an auto-boost, trying to figure out a good blowback combo for Mamiya. But I noticed that I couldn't do the auto-boost when I didn't have the meter. But I'm not 100% confident of this, cause I can't tell what I'm doing on Ed's sticks. Can't hear the clicks or feel the corners.
  20. Played some more today. Tenshou Honretsu, It looks to have full invcibility through startup and active, till recovery. Not super armor. I've seen Shin do his Power Geyser super right on top of Raoh, then Raoh do Tenshou Honretsu. Raoh whiffs over Shin's head, then finally gets hit by the last few remaining hits of Shin's Power Geyser. But I might be crazy. I know for a fact, that when I was playing Mamiya, no amount of helmets, arrows, yoyos, or spikes stoped it. I suppose the next time I play, I'll make sure we actually test this for real.
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