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  1. Seems so, for either drill or trick fish. And if you cross an Aulbath up, there's a good chance you'll force him to get an unwanted charge move. Letting go or changing directions doesn't seem to stop this, but that could just be emulator/online delay. Same with BBHood, although the missile fire is very likely to hit them anyway since it's so fast. I couldn't get a case of jump-charge (hold), crossover, land, charge fire to work. Didn't seem like there was enough charge time? Could just be me though. In looking for weird wakeup crossover tricks, BB can step forward, oki s.HK mine (needs to be deep), 4MKx2 (crossover) hit punch will get you a missile.
  2. Delicious, are you holding 6 (toward) after the dash? If you let go you're gonna get a short delay before you can attack.
  3. I gotta rewrite this since asd zxc are my attacks lol. Super ghetto way for KB players to make mini trainer savestates, using FBA-RR .03 : Bind a state loader slot key to something very close to your attacks. Bind pause to spacebar, it makes it easier to hit something and immediately pause then save to the slot bound to your loader. Example, I bound Load Slot 9 to Q (my attacks are asd zxc) had Demitri vs Lei Lei in the corner, hit P2 HP and immediately paused with space, saved to slot 9 (shift +F9). Now I can hold back, load with Q and either push or GC practice. It's not as good as the exercise trainer, but it's another way of doing things. Second way, for jab tech practice: Bound P2 forward to P1 back. Have a light attack near your directionals hand so you can hit it with a free finger. Practice 1 hit teching jabs. Note that holding/pressing that many buttons is probably going to require a gaming KB that doesn't suffer from ghosting or keyblocking. Alternatively, you could bind the P2 light attack to P1 down, so when you go to crouchblock the jab will come out. This can apply to any control method really. Edit: Method 2 is also a good way to practice the 63213 +attack GC buffer method. Not so much 6324 though.
  4. Morrigan has air dashes/overheads and a fullscreen fireball. Lilith has a shortrange fireball, ground dashes and no fast overhead game. They have similar looking ground normals and aside from both having a DP and command super they play very differently. Generalizing: it's a fast paced, offensive game drawing from the fundamentals of the SF2 era (footsies, spacing, etc) with offense balanced by somewhat difficult defense (it takes practice). But unlike other fast paced games that have lots of air dashing and quick overheads, you don't need to memorize 50-hit combos.
  5. Some questions about "full guard", it's mentioned in the Wiki , but I can only seem to get it to occur after an airdash, not on a jump. It also seems that it isn't a "permanent" state until you land, you only get the full guard for a small amount of time before you can be hit again (prior to landing) I tested this in slow motion with several retries: a high air dash LP, when falling, had Sasquatch do LP (blocked), LK (blocked), MP (hit), MK (hit), HP and HK were too slow for the heights I did it at and I landed first. At a different height/distance, it seemed the mediums could be airblocked afterwards as well.
  6. Has anyone managed to download this yet? http://www.nicovideo.jp/watch/sm16534595 It's TKO's DVD Combo Video. Actually as I write this post, Firefox stopped being retarded and DownloadHelper started getting it.
  7. What does it mean when your character flashes white but you get neither a tech hit nor a GC? Does that actually happen or is this just a studder/rollback thing on GGPO? Because it's F'ing constant.
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