Jump to content
Dustloop Forums

Snicker-Snack

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Snicker-Snack

  1. http://www.geocities.jp/nyamnelt/ ->click "GGXX" -->click "動画置き場" (3rd link) --->6th link "Guilty Gear Armored Core" Robo-ky combo movie
  2. It does, actually. Landing cuts whatever air move you were doing immediately, whether you were in startup, active frames, or recovery. Landing recovery is, very obviously, a completely different matter.
  3. Most of the time, upper body invincible moves shouldn't be able to avoid a deep jumping meaty, except if Baiken's j.k has an absurdly high hitbox, but I don't think that's the case. And even if it manages to go through Baiken's j.k, Baiken will be able to land and block before the 6p goes into it's active frames. Normal throwing a properly made safe meaty isn't an option either, as by the time you hit the ground, your opponent will be either in: 1-blockstun, (or hitstun,) from the meaty. Even on IB, you have more than enough time to follow up. 2-In the startup of an invincible move, in which case you proceed to block said move. BDC Bite will work, but that carries it's own series of risks (particularly in Slash), and it's not something most Slayers would try doing most of the time AFAIK.
  4. Well, ok, but all of this shouldn't matter if you are doing it with safe meaty timing (you know, like in street fighter 2? When you time the air move as meaty and land just after it, forcing the opponent to block, cuz you can land and block the reversal if they choose to use it? Also called safe jumps?), which is how it looks like the japanese are using the move... And if they aren't using the move as safe meaty, there's not much of a point in using it on oki, is it? So why would they be doing it? I don't think that's just a case of missed tatami, because... well: 1-they are japanese, and therefore robots. 2-those are way too much of those missed tatamis even for us flesh bags.
  5. Could someone please clarify this? What makes Baiken's j.k unfit as a safe meaty? The frame data doesn't say anything about landing recovery or anything, so why would a properly timed j.k be vulnerable to uppercuts?
  6. Only against characters without uppercuts? I thought the whole point of it was making it reversal-safe
  7. @rtl: Carcass raid is a projectile, so it isn't separated into startup/active/recovery frames like most melee moves are. Also, you forgot to mention that melee moves don't go directly into recovery after they use up their hit (so to speak): moves have to go through the rest of their active frames and their recovery frames after they hit, which is why meaty moves are easier to link from (they don't hit with their very first active frame). @enokrad: The fact that Carcass Raid is a projectile kind of makes it difficult to calculate frame advantage just from hit stun: First, projectiles' "hit stop" affect only their opponents, so effectivelly they have extra hit stun. Second, even with hit stop into consideration, projectiles have really weird and inconsistent hitstun... compare Venom's Carcass Raid with Gunflame and Johnny's Glitter is Gold in frame datas (all lvl3 moves)... Maybe every projectile has an individual hit stop (some ridiculously huge), or maybe they aren't hitting in the very first frame after they become active even at point blank (I assume frame data is calculated considering point blank range for projectiles). Who knows? Either way, you're probably better off not thinking much about it... Might as well just take the numbers for granted and/or do whatever works from experience.
  8. Robo-ky doesn't really gets a full block of tension/IB. It's more along the lines 0.8~0.9 of a block/IB, IIRC. And on another note: After watching this particular video, I can now safely say I'm not the worst Robo-ky player in the world.
  9. In regards to this whole throw break thingy, I think that if one person grabs the other and soon after the grabbed player presses H, the grabbed player will recover midair, and the grabber will recover sooner than he will. On the other hand, if both press H at the exact same time, both players will stay on the ground, there will be some pushback, and both will recover at the same time, at about half screen range from each other (see: Axl vs Testament at Gamechariot). Or that's what it looks like, from the vids.
  10. It really looks like she is covered in mist when she blocks, and that only then the mist disappears... perhaps the mist does something different?
  11. Cool! Eddie can pretty much corner people midscreen. Hilarity!
  12. Now that I think of it, that's actually a lot more likely. For some reason I always equaled "more than 0 tension" to "I got lvl2", possibly because you don't really see you have tension untill you get 10%. But anyway: yeah, you're probably right...
  13. There's two answers for your question(s). The first is the internal categorization, as explained by Gwyrgyn Blood in the time it took me to write this post (I thankfully preview my messages before posting them). Check your character's frame data if you want to know the level of any specific move, and check the "hit stun chart" table, right here for the differences in hitsun/blockstun according to the move's level. Second, and unrelated: Many of Robo-ky's special moves have different effects depending on the amount of tension he currently has (kind of like HOS, but with the tension gauge), so we tend to separate them by levels: - 0% tension: lvl1 - 1% tension to 49% tension: lvl 2 - 50% tension or more: lvl3 His air missile, for example: when you have 0% tension, it shots and quickly falls to the ground, it also greatly heats robo-ky and has a very long startup and recovery (we call this a lvl1 missile). If you have more than 0% tension, it will home into the opponent, cause more damage, stun damage, will also have shorter recovery, startup, and won't heat you as much (we call this a level 2 missile). If you have 50% or more tension, it will fly in a straight line and separate into various, smaller, homing missiles, causing more damage and controlling a bigger portion of the screen, but also with a slightly longer startup and recovery, compared to lvl2 missiles (we call this a lvl3 missile). This is a robo-ky only type of categorization.
  14. It's Slayer's "P" during Dandy Step: 214 P/K -> P. Pot's Command throw is called Potemkim Buster.
  15. I also think it's one of the easiest FRC's out there, and you don't really need to have great timing for it: The FRC window is quite big (4 frames, I think). It's also quick enough that there isn't much room for error, just press HS and press three any buttons right after it, not much secret to it, really... IIRC, The FRC point starts right as the move connects. It's annoying to do on a pad, though.
  16. According to Romancancel.com's frame data, that's correct. 70f to get into IK mode and 9 active frames for May's "May to Yukai na Nakama-tachi". Yay! Thank you, sir. :grin:
  17. The thing is: If you don't use stuff like corner traps, unblockable setups, throwing a lot when needed, and whatever stuff is usually considered "cheap", your opponents will never be forced to deal with it. And if they don't use this kind of stuff, neither will you. What happens in this case is that both players will end up being strategically limited, compared to players that have been using everything they can to win. And the whole game becomes strategically limited too. When both players use whatever they can get to beat each other, they will eventually learn how to avoid these situations and deal with it as they appear: If you corner rape an opponent whenever he gets to the corner, he will have to learn how to avoid the corner, and if he ever gets put in the corner, he will need to find a way out. Positioning suddenly becomes a very important factor, as you strugle to avoid moves that are more likely to put an opponent in an advantegeous position. Opponents will have to find new setups and more effective tatics to force you into the corner and you will have to keep them all in mind when playing, as well as knowing counters to these tatics, and ways to turn infavorable situations against your opponent. The same is true of most other of those "cheap" stuff. If you play Millia and never use her brutal Okizemes, you will never realize how important knockdowns are for her game. If your opponent doesn't Pot Busters you at any possible chance, you will never realize how important it is to tighten your attack strings and never leave holes bigger than 2 frames in it. And all of those eventually lead to a bigger, better understanding of yours and your opponent's normals, ranges, optimal distances, etc. That's how games evolve. You may say that players that use the corner are "less skilled" than you are. But chances are that they have a far deeper knowledge of their characters and of the game. Of course, that's not to say that there's no such thing as really cheap stuff. Tatics that are unavoidable and lead to assured wins, no matter what the opponent may try, are most likely cheap. Recognizing those is the real problem, though. And if my english sucks, please forgive me.
×
×
  • Create New...