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Shoto

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Everything posted by Shoto

  1. Does somebody know the weight index of ABA and Order SOL? Can't find them..
  2. Does that mean it reset the Guard Gauge? Or the number of hits taken, so that the time until the recovery is back to normal for the next hit?
  3. I second that.. But furthermore there are some moves that have some sort of counterhit state property, what means if you hit the chara at any time during that move (even in the recovery) you'll score a CH.. Examples: Testa planting a warrant or Eddie while flying..
  4. Yeah, If you air throw someone in the first frame after his tech, it count's as combo hit. The only defence against it is to tech a little bit later than expected But the air throw does the full damage if I remember right..
  5. No, there is no game I know where someone in blockstun could be throw.. that would be pretty sick.. any frame advantage move would be a guaranteed throw setup^^ ..and the only game where you can throw someone who is in hitstun is afaik KOF.. So in GG you can't be thrown while in hit- or blockstun.. but you can be thrown out of staggers or when you are in dizzy state. Furthermore every move that is airborne is immune to groundthrows. Considering air throws, you only can be thrown if your about the same height of your enemy or a higher.. If you're a certain amount lower than him, his throw won't connect. ..so the best positioning for an air throw is lower than your opponent, so you can throw him, but he can't throw you. You have to experiment a bit until you get the right positioning. Furthermore some moves have throw invincibility on some frames, even that the chara is not airborne while doing it.. (for example the 6K of Order SOL [first 21 frames], or most DAAs) And the first 7 frames after you got up from a knockdown, you can't be thrown. Another thing to mention, is that some throws even have properties that only activate if they score a CH.. but the only way that a throw gets a CH is through a blinking guard gauge.. (try it with Robo Kys standard throw (6H) to see what I mean) that's it about throw properties..
  6. The very frame an attack makes contact is the frame that triggers the hitstun / blockstun.. Let's say your Move has 5 frames active and 7 frame recovery and triggers 10 frames of hitstun. So If you hit on the first active frame, the enemies hitstun will be over while you are still in your recovery frames.. but if the move hits at the 5th active frame your Move will be over 3 frames before your enemy can recover from hitstun. So in the Ky 214K case it's a question of distance.. if Ky is that close that the first frame will hit you (not sure if it is exactely the first frame, but you get the point), you will be able to block again.. if hie hits in a later frame you will be able to block.. That's why he even has to wait a short moment in his combo before he cancels into it..
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