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Digital Watches

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Everything posted by Digital Watches

  1. With success? I remember once, but that was most definitely a 5S, good sir.
  2. You mean to say that you pull off guaranteed counters versus jab consistently?
  3. This is really nerdy frame data stuff, but: Housoubako (623P): 15F startup, happens during hitstop. Shiranami no Homura: 7F startup, can be done as early as F2 of housou. If you'll refer to the hit pause chart on this page, you'll see that minimum hitpause (with the exception of a few anomalies, these being (That I know of) Jam's 5K and Axl's 63214H, the first of which doesn't apply anyway, due to being low) is 11F. Even given conservative estimates (Meaning that the 7F startup starts at frame 3 of housou, which I think is actually untrue), this means that you can technically land a guaranteed shiranami from countering any non-projectile, including jabs. Looking at it realistically, this is probably an ideal option when attempting to counter anything lower than a level 3 move (or, obviously, anything lower than lv. 5 if the opponent is able/likely to RC or cancel into something invulnerable.)
  4. http://www.dustloop.com/data/ac/anji.html Go to town, buddy. We seriously need a "let me google that for you" for frame data.
  5. Just watch out for sliding tickthrows. It's possible to set up a situation where you can't throw them until you're throwable, due to being outside of throw range. In situations like this, it's better to beat the tick-throw with a jab (As you always have 5 frames between leaving blockstun and being throwable)
  6. Thought so. Too bad, though, that would have been really cool.
  7. Go for it.
  8. 5H is pretty amazing, I agree with that. But has anyone tested this in AC yet? I seriously doubt it still works.
  9. I wonder if they fixed that in AC...
  10. Alright, I'm giving this thread a chance to be useful. I still think it should be replaced with a sticky about this topic, since nothing new is being generated, obviously. Maybe you guys could discuss how these might be useful?
  11. That's kinda awesome! I definitely need to look for ways to do that in AC. However, it needs to be asked: Have you gotten that to work outside of training mode?
  12. Sweet! Thing functions as a mounting plate right? Like, I can mount the stick on it, yeah?
  13. Huh. Do you think they'd make me one for a HRAP 1? My faceplate got bent up and I need a replacement.
  14. Funny combo on JO that might be fun to put in: 5K-5P-Rensen(FRC), 5P, 5K (continue combo from there.)
  15. New combo on Jam: Corner: Kokuu (FRC), dj9.H-D-Bomber, sj9.H-D-Bomber, j.D-Bomber, run 2S^j.K-Bomber, rensen-2: 284 damage. Compare to my previous optimal Kokuu combo on Jam: Kokuu (FRC), c.S^j.D-Bomber, j.D-Bomber, TK Bomber, run 2S^j.K-bomber, rensen 2: 271 damage. Now, the difference isn't that big. It's only 13. HOWEVER: I believe this can be applied to corner-crossup combos by making the first dj after the Kokuu FRC be backwards. This way, it might be possible to get a full BLoop from this with 25% meter, as opposed to the previous 50. I haven't really tested similar combos on other characters, but I think the same principle can apply to most. Feel free to help me test this out. If you're having trouble with the FRC-->DJ, I accomplish it by superjumping in the air (Hitting 29 instead of 9)
  16. Er, I'mna move this to a combo thread.
  17. Not to mention some of that being kind of suspect. Like Chipp being so high...
  18. Clearly you should be a bad kid like I was, learn your parents' password, and give yourself an admin account on your system. Of course, they eventually decided just to not have a filter, because that shit is fully pointless.
  19. Not really, I've pretty much taken a backseat on this thing so far, except for the music and a few organizational things. I may record more combos than whoever lists them puts, but I think other people in this thread are more informed on what they want to see included.
  20. Wow, a lot of this information is kind of misleading, in my opinion: 1. Actually, some characters are a lot harder or easier than others, regardless of tiers. Venom and Millia, for example, are generally considered very hard to pick up, while characters like Pot or Jam are considered fairly easy to learn the basics for. While I agree that you should pick a character for whatever arbitrary reasons you see fit, you'll have to deal with losing more in the beginning if you pick someone hard to work with. 2. To say "don't rely on SW loops" is also misleading. You probably mean that learning combos shouldn't be one's first priority in picking up a fighting game, which is true. You'll be much better served by getting the hang of defense and getting hits in before you focus too much on combos. However, it is kind of Sol's main loop, so if you want to play Sol and do damage, it's the way to go. 3. Yeah, some SW loops are character-specific, but it's not as hard as it sounds. Even I can do basic SW loops on most characters and I'm pretty scrub at Sol. A good resource for Sol combos is this thread, made by a very strong player by the name of Veteru.
  21. 4-27-09: Project is seemingly dead, having gone without activity for 12 days. I think this can be rectified. Someone get me a full list of the combos we're using, and I'll record them. Then, I'll work out an estimate of the length, and we can make a final decision on the song.
  22. Well, if anything was going to be unescapable, it'd probably be a rashou setup, since it's unblockable both on the air and in the ground (Which means you can't just hold up, since, unlike other command throws, just being in the air doesn't make you not get hit), but I'm pretty sure there's no situation where a reversal 1fJ won't get out of its way (Although a lot of setups, such as the one Stark likes, make for very weird reversal timings out of blockstun.)
  23. A good Axl will try to 1FJ chickenblock (just hold FD) if he knows he's not getting out any other way (In which case 6H will just be blocked and you're back to square 1 as far as I know.) What I actually suggest is learning how to react to the jump and try to airthrow. This isn't a venom-specific thing, but generally, someone who's fast about doing that is really hard to fight, since it means Axl has to get out some other way, which is risky as hell.
  24. Generally to hit-confirm means to, well, confirm that you hit. It's generally used to refer to a situation in which it may be difficult to be sure if you've hit or been blocked in time to decide what to do next in the string. People will often talk about, for example, adding a jab to a string in order to make it easier to hitconfirm (Because that way they have a little extra time to notice that they've hit.) This is actually more relevant to more capcom-like games, as oftentimes in Guilty Gear, the string that you need to do if you hit is the same as the one you need to do if you're blocked for quite a bit longer. However, in certain situations, like fishing for specific counterhits, it's good to work up a better hitconfirm reflex for situations that happen often, so you won't drop your combos because you were unsure. While I guess you could talk about confirming a cleanhit, you're generally going to already be doing a combo, so the only way that could be necessary is if you're not very good at your combo and are messing it up. And even then, I can't imagine you can do much differently by realizing that your sidewinder didn't cleanhit, unless you're going to like... RC it and desperately try to salvage the combo...
  25. I don't think you know what hitconfirm means...
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