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Digital Watches

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Everything posted by Digital Watches

  1. Eh, like I said, I'm not disagreeing, but I do think that someone's reaction time to any move coming out can be faster than their reaction time to a specific move coming out.
  2. Er, I agree with Shoto, you can't really do much more than bait a VV except with something that FRCs near the beginning of the active frames (Not just benten. 2H works too. Just not as good a reward for hitting) or an air normal. Sure, 2K may be unreactable in the sense that the Sol player can't have confirmed that you're doing 2K by the time they VV, but a lot of Sols can react to you doing SOMETHING that quickly, so VV still beats 2K and it's not in your arsenal of VV-safe meaties. The best you can really do is get him to do it when you block a few times, get punished, and start second-guessing himself. Of course, blocking won't do you any good against VV RC, since it's now a mixup setup, but at least he can't do it without 50% meter.
  3. I hope so. Unblockables would definitely be cool. But I seriously doubt it will work.
  4. It's mainly for beating something that would invincible through one of your other moves. Honestly, I'd say TK IAD back Kokuu (63214754S) is more useful, albeit also very situational.
  5. 632148 or 6321478 or even 632149 have worked fine for me. On the left side, for some reason, I use 632814S, which works better on that side for me for some reason.
  6. I'll explain why that won't work. Anyone who knows better and is reading this, please correct me if I'm wrong: Crossguard happens when your character is changing directions. I'm not sure if that means it works during times other than wakeup, but it definitely does work during wakeup. The reason it breaks during the crossguard-breaking moves like airthrows is because the opponent wakes up backwards. This means they don't have a frame of leniency while turning around, because they're already facing the right direction to block something on the "wrong" side of them. This means there isn't any window during a crossup where blocking is always "wrong" (Gets hit), only one where blocking is always "right" (Successfully blocks the attack).
  7. That also doesn't really work in this game. You're talking stuff like Urien unblockable in 3S, yeah?
  8. Like I said before, I tested it: It's definitely just delayed. See: Sol gunflame RC. Basically, that's impossible. The whole reason "unblockables" are blockable is because 2 things can't hit at once. The only true unblockables are hits which are themselves considered unblockable by the game already (throws, Faust's 63214H, etc)
  9. Well, it could be that the dizzy just didn't block.
  10. If you're magic, you can go for 236S-->236P, airthrow.
  11. Maybe you fucked up? People think they're guarding high a lot. There's also the possibility that you just didn't hit back fast enough.
  12. I dunno about several, but maybe 1, also, what are you getting hit by?
  13. Ah, well that would make sense. Housou does mess with hitstop a bit (For example, the normal move, at least, comes out during hitstop, making it guaranteed against level 5 moves)
  14. That's all fine and good, but it's definitely not specific moves. I've tested it vs. Ky 6H (RC) Zappa (raoh) 214S (RC) Sol 623S (RC) Axl 63214S (FRC) (Notable because the FRC point is on the first possible active frame) Axl 63214H (RC) Dizzy 2H (FRC) Johnny Super (RC) (Same result as Sol VV) Baiken j.D (FRC) (Also, To gerVer: Record Baiken jump, fall for a bit, j.D (FRC) and hold back and the 3 buttons to FD, then counter it without doing the followup. It proves that housou is blockable in the air) Slayer 236K (RC) Robot 5H (FRC) And growing. I'm sure it works against everything.
  15. I'm now wondering about why this happens. Perhaps we could test this with other FBs that create a fake super flash? Baiken FB followup would admittedly be hard... as would Ky and sol FB followup. Perhaps this is unique because it's a situation wherein the fake "super freeze" could actually coincide with an (F)RC, a situation which wasn't accounted for in the programming? If anyone in SoCal or Japan or somewhere with an AC cab could test this, I'd be much obliged.
  16. Further testing leads me to believe that the RC isn't cancelled, it's just delayed. I recorded: Sol does VV, RCs it, FDs immediately.| Normal: Sol gets hit, because VV has stopped and housou is unblockable. FB: Sol FDs like he's supposed to. FB with perfect timing: Sol is clearly still in VV animation when the superfreeze happens, but has already lost his meter. He blocks the move, but doesn't FD. Presumably, what happened here is that the RC was "delayed" or whatever by the weird property we're looking at, but since the move would have still been invincible then, he didn't get hit immediately, the RC kicked in before he was hittable, and he got to block. I still don't know why he didn't FD.
  17. DUUUUUUDE. I was just able to replicate it. Ky's 6H, recorded, immediately RC'd and held back. Most of the time, it's pretty standard. If I don't do the followup, he RCs and still gets hit. If I do the followup before the hit, he RCs and blocks it. BUT. If I do the followup at what I THINK is the first possible moment (Meaning frame 2 of the activated attack. That's what it feels like anyway) he loses the meter, but in the super freeze, he's clearly still in recovery for the attack, and gets counterhit. That's fucking amazing. If I can get that down, I already have an application for it against someone I play a lot.
  18. Actually, if what you say is true, that's really awesome. 25% meter to kill an FRC AND still cost them the meter?
  19. Yeah, it can be annoying trying to play against new characters, especially if you're also trying to learn new things. Just... keep plugging away, I guess.
  20. 1. Priority does not exist in any real sense. It's a made-up catch-all term to describe moves beating each other, but it's misleading, as it implies that there's some kind of master list of what moves will always beat what other moves, and that doesn't make any sense. Whether a move wins can have to do with its specific hitbox as compared to the hittable portion of the character ("Invincibility" refers to a situation where the character isn't hittable, "Upper" or "Lower body" invincibility tend to be situations where really it's just a funny hitbox that doesn't match up with where the character appears to be), as well as how quickly it comes out, how it's spaced, who went first, etc. Hatred edge: I remember that. I was the one who brought that SBing webs thing up! Hideki may be right that it's not a good idea in that matchup (Though honestly, I really don't see his point), but I don't think he's right about SBs being different. I think that like FD, they're a universal move that only works differently because of other factors, like other options the character has.
  21. That, and that doesn't really always work. I think the 0:50 thing was a bit odd, but if he predicted the jump, that was probably the best thing to do.
  22. You're actually a lot better than the majority of Axls I see on youtube. I'd definitely say you're strong on combos, but there are a few basics you're missing. For one, you don't seem to have your FRCs down. Especially in the case of Rensen, you need to be nailing that. Secondly, hitconfirming. In the first vid, I saw a 2S only hit once and you still superjumped and tried to combo, and I saw you hit 2K, pause, 2K, 2D, Rashou (feint). The first 2K was probably meant as a poke, and not cancelling without knowing what would happen was probably smart. But once you landed the second one, the sweep should have been a hitconfirm move so that even if you couldn't react from the 2K, you'd know whether it connected or was blocked and acted appropriately. Also, don't use rensen to try to stop roboky running in, or slayer for that matter. Both can just run through it and hurt you pretty bad for the attempt. I'm pretty sure Jam can too. I might go through the whole set for a play-by-play later. But I definitely want to stress that I do think you're doing really well and are pretty strong already. There are just a few things you could improve on to get to the next level.
  23. Or we could theoryfighter our way out. Reaver-style.
  24. Huh, cool video. I tend to agree on the issue of Eddie combos, but I actually thought the stuff in this vid was really cool, and not just for eddie combos. I'm also usually not big on heavy editing, but I thought that in this case, it turned out really cool and was especially professional in that it wasn't too intrusive. Bahamutt is a real pro, as is Latiff.
  25. Er, the normal move is only invincible up until the hitting frames, meaning it can trade with anything and be beat clean by anything that's not inside its hitbox. That does sound like a glitch that could happen. It'd still be good to get a video though.
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