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RoBoBOBR

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Everything posted by RoBoBOBR

  1. A feature request if i may - please add move commands, because it's really hard to remember what all character moves are called (i'm looking at you Leo), or just replace names with inputs - that'll be more compact.
  2. j2K is NOT an overhead, look up frame data -- it has "all" in block.
  3. Also j2K is not an overhead attack.
  4. Erm where would we look them up?
  5. IMO since like GGXXS BDC is more about using 44's invuls to make something whiff and then mappa it's recovery frames. The only exeption is bite, and with perfect execution it gives you invuls to cover all of the start-up frames (last frame of strart-up = first active frame). One of the "VS Slayer" mission, the one about punishing mappa, features a BDC bite and you can't beat it, so i think BDC still gives 6F.
  6. http://youtu.be/zvaZ0HHsDHs En matches from stream
  7. I wonder if that stayed the same in Xrd.
  8. Loketest 1 had 214KP have Forced prorate at 70%, now it's 90%.
  9. http://youtu.be/NOrlQARTnN8 214PP CH stun combos. Not very practical, but cool.
  10. http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(GGXRD)#Attack_Level hitting crouchers give an extra 1F of hitstun on all attack but level 0 ones.
  11. They both have same -RISC value now, yet you were not surprised that only 214KP received nerf there?
  12. 214PP and 214KP are listed separately, why would you even ask a question like that?
  13. PB has no CH state on recovery now, thus i assume they added it.
  14. strike invul works against projectiles. strike invul doesn't work against throws. Also BDC jump covers a bit of jump start-up and then you have to FD. 1F jump was the same, it only cut 1F off the start-up time, nothing magical.
  15. Zato's midscreen unblockable is a bit shit this days, but if he goes for it yes 214K YRC will help. But it's better to get reversal backdash down - this will also help in the corner, where dandy step wont.
  16. Negative edge is gone, so that will remain +r tech.
  17. Sl has like 13F post throw on Chipp (and even less on ppl that get up faster), due to the ¯\_(ツ)_/¯ animation. That's not enough for UP whiffing.
  18. http://horibuna.web.fc2.com/GGXrd/GGXrd_SL.html#ZT more here
  19. Start by getting 632144 down, then just add 7+H. Xrd made BDCs easier, so it shouldn't take long.
  20. One of Leo's match-up mission is exactly about throwing him out of "berserk slash" btw.
  21. Oh ok, 1.5 week is nothing! Thank you for the effort! =)
  22. Can you please provide .apk file?
  23. Gatling is a cancel, it nullifies recovery of 1st attack and goes staraight into 2nd. 1st attack -- cS or 5K is a 2 lvl attack, wich has 13F of normal blockstun. You can start second attack as soon as you connected with the first one, so those 13F cover the start of 2nd attack. 6H is 17F, 13 of which are covered, and that leaves 4F window (3F really beacuse 17th frame of 6H is active already, last start-up = first active). fS for example starts at 13F, exactly as blockstun, and that lets ppl IB first cS and throw us out of fS.
  24. Yes, you can then mix it by going through twice, starting from unthrowable range and confuse them further (kubo does that quite a bit). Also 214PS whiff mix-ups are not all you need, because it wont be meaty post throw for example. Thus you should have quick oki options like 2K, 2P tick-throw, 2P 2S and of course baiting shit with back dash.
  25. 66 through them at point blank will leave you out of throw range IIRC.
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