Shoto
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Everything posted by Shoto
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Does anybody know a thing about landing recovery? I mean if after a jump my opponent lands next to my chara (in throw range), I get a guaranteed throw since it seems that I can throw them a few frames earlier than they can throw me (common knowledge). But nevertheless it's not some sort of real recovery, as he is able to block and stuff even in the landing process. Has anybody more info on that? Like the exact number of frames or any other, better explanation what is happening here? I always accepted it as a fact and never really though about it.. but somehow it's a bit weird.. Or did I totally miss something?
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another method is mashing out a fast move if you anticipate a throw attempt.. like Chipps 2P which only has 4 frames startup (iirc).. But sure it's range dependent.. against a Potemkin Buster no such fast move will have the range to hit him.. but it’s a valid tactic against al standard throws. Depending on the range throwing them back is quite easy.. if they are to near (like while going for a tick throw attempt) you have a clear advantage as you have 6 frames of throw invincibility after leaving blockstun.. so just mash throw as soon as you realize what the opponent going for (realizing is the hard part here). If they try to time it in a manner that you are just out of the invincibility frames when they arrive in throw range, the “mash out fast move” tactic should apply as well and it should work in the first case (where he was already in throw distance before the throw inv. ended) if you start mashing the move while still in blockstun.. Somehow I find this tactic in most cases safer (at least if you anticipate the throw attempt early), as if they just bait a throw whiff and then just stay out of throw distance and use a fast move themselves, the will hit you in the startup of your HS while a fast move in some cases even cope with that (well ok.. so maybe I should start using offensive OS Throws :P). But therefore counterthrowing is faster.. so it depends.. Using Throw invincibility moves is very chara and situation dependant.. I tend to use Axls 623S (which has throw inv. and above feet inv.) against a Pot forcing me into a Potemkin Buster Guessing game, as it will beat all the common mixup patterns and furthermore all the other options I have to solve the problems are not really safer.. (sure, he can adapt to that, but so can I^^) Everything imho..
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Both HS come out (or 6HS, depending on the direction you were holding down, or a weaker move if you used offensive option select)
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Yeah.. you're too good to us :china:
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I couldn't download any of the files.. but this is the only one I really don't want to miss :P
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http://shakujii.jp/ekimae.html Ehr.. I just couldn't get it to work (I made it to the "arrow pointing into a box" part but every time I click I get an error message ) could somebody upload: GGXXS_07_Final 01 Kaichou Kanon (会長火音) (AX) vs kawin (カヰン) (PO) thanks in advance..
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@ ReaVer yeah, but they are projectiles.. so they don't count :P.. dunno about Savage Fang.. @ HmR.Ks afaik yes.. I could be wrong on that one, but I'm pretty sure^^..
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Only moves which the chara beformes while on the ground have to be FD Blocked. Nevertheless, there are some moves that just have a special property that forces you to FD block them if your in the air. One example is SOLs VV. Even the Air version has to be blocked using FD if you are airborne.. The only other moves I remember are the Uppercut of HOS and the kokkugeki (new air move) of Axl.
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@Fenrir Here ya go.. Vids with Axls new move (kokkuugeki) Every vid has at least one good scene with Axls new move (except one where I though the usage was rather random, but I was to lazy to search for it among the other vids I selected.) 20 Matches about 390 MB http://www.megaupload.com/de/?d=L5GZMF0N enjoy^^
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Thanks^^
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@ rtl42 ehr.. these were the ones I wanted and didn't get Nr. 21 Nr. 22 Nr. 23 Nr. 34 Nr. 41 Axl matches are rather rare, so it would be great if you (or someone else) could upload them Thanks in advance^^.
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@ sicfi Thanks.. great matchvid by the way!!
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Those Ax vs. Ky Vid on a-cho.. Since I can't install any program to save them (I only got I-net at the universities PC-Pool), I would be very thankful If someone could upload it so I can simply download it on my memory stick. Thanks in advance^^.
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Is it only the stick? ..or does mashing buttons help, too?
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@ Hasuke http://www.sirlin.net/archive/playing-to-win-part-1/ read it and think about it^^
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Hm.. hope this helps.. if not, ask what you don’t understand.. this is pretty short since I didn’t want to write a novel or something^^ chara defence modifier: Every chara has the same amount of life (420 points), but the “defence modifier” increases or decreases the actual damage the move does. If the move does say 20 dmg and your modifier is 1,10 you get 22 dmg. Is it exactly 1,00 you get 20 damage. Is it lower you get less than 20 dmg. guts rating: As your life sinks under 56% the “real” damage reduction starts. Depending on your Guts Rating (0-5) you get a different percentage of the damage the move would actually do once your live sinks under certain levels. This means the lower your life gets, the lower gets the damage you actually take. guard gauge: As long as it is over 50% every move does full damage (but after the defence modifier and the guts rating took effect). If it gets lower than 50% the move does less damage. So If you did fill your enemies gauge (50% filled is standard) you will have no further damage reduction for a few hits. If the Guage ends up under 50% after a hit or a combo, it will be reseted back to 50%. Oh, and if it flashes, every hit is counted as a counterhit. And every time your enemy blocks the gauge fills up a bit (except he uses FD).
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These are the things that have an influence on the damage scaling.. 1.) Character Defense Modifier 2.) Guts Rating 3.) Guard Gauge 4.) Prorating 5.) Forced Prorating For 1 to 3 look here: www.romancancel.com/e107_plugins/content/content.php?content.117.2 Prorating and Forced Prorating are explained here (hard to find, as it was actually an OT discussion :P): http://www.dustloop.com/forums/showthread.php?t=928&page=7&pp=10
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hm.. actually I wanted to know when you end up Face Up and when Face Down in first place ..but thanks nevertheless^^
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That was not very helpful :P but I think you know that^^ --------- I looked trough some of the translated frame data.. as there is nowhere a note about face up or face down on knockdown, it seems to me that there has to be a general rule ore something regarding this issue. Suggestions.. or even better anybody got the answer? ^^
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Hm.. are you sure? The RomanCancel guide gives different Numbers even for those charas.. Link: www.romancancel.com/e107_plugins/content/content.php?content.117.2
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So I know that there are two "knockdown states": Face Up and Face Down which lead to different amounts of frames until the chara stands up again. What I don't know is, how are they triggerd? Is there a general Rule, are is it move dependent? .. or simply random?
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Actually 1.05 is wrong. Bridget is in fact a 1.10 chara. I had a look in the Slash Mook Guide and he is listed with this number.. In the Gamecombos XX Guide he is listed as 1.10 in his "analysis" in the chara specific section, but with 1.05 in the "charts only" section.. so I believe this is where RomanCancel got it from^^ (as they have the wrong number too).. But Bridget is definitely 1.10 Oh, before I forget: HOS: 0,98 ABA: 0,98
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- Thread Overview - Page 1: - TK Bomber Input - Uses of TK Bomber Page 2: - TK Bomber Input (continue) - Slashback and 6H Page 3: - additional TK Bomber input variants - Note on long range pressure ------------------------- - Lockdown and Pressure - CONTENT: I. The Corner Rush -1.) The Basic Patterns -2.) Mixing in some Overheads ---a.) 6H ---b.) TK Bomber ---c.) Dust -3.) Working with 3P -4.) Including 5H in your rush -5.) Throw setups ---a.) The rensen [FRC] run up method ---b.) Tick Throws ---c.) 63214S [FRC] -5.) The Unblockable (Rashousen) -6.) Spinning the chain II. Adjusting your rush 1.) Dealing with pushback / covering distance 2.) Dealing with the opponent III. Midscreen Variations -1.) General Notes -2.) Midscreen Cross Up Variations ---a.) Using 63214S ---b.) Using Koku IV. Long Range Pressure -1.) 2P / S(f) Mixup -2.) 2H V. Starting the Rush VI. Last Notes
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Dust-Combos: Well, after you've landed a 5D on a standing opponent, he will be launched in the air and won't be able to recover for 29 frames. In this time you automatically do a homing jump by pressing 8 or 9, following your opponent. If you hit him in this 29 frame again, he won't be able to recover for the next 48 frames. In this time you can jumcancel every move and have access to unlimited air dashes (even that the only chara I know that can actually do at least 2 in that time is Jam). Impossible Dust Now, if you do an double jump or an air dash or use FD after you activated the homing jump, this will cancel the homing jump. But your opponent will still not be able to air tech, until the 48 Frames are over. This allows you to land and start a new combo. That's what ID Combos are based on.
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CH State: CH = Counterhit. Every time you hit an opponent during the startup or the active time of a move, you score a Ch. This means that the bearstun is doubled, the hitstun and untechable time is increased and some moves may gain new properties, such as knockdown, stagger, wallbounce, a higher float etc.. Now some moves have CH State. That means you'll score a CH no matter at which moment during its execution you hit. This means even in their recovery. Examples: Testa planting a warrant or Eddie while flying.. ------------------ Losing frames means that the enemy can move before you, giving frames means you can move before the enemy again. Usually this is referred to a blocked hit. This is often called frame advantage or frame disadvantage. So if they say you gain frames on block, it means that after your opponent blocked that move you will be able to move before him, giving you some sort of time advantage. If some of the expressions I used are unclear, ask^^