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Neophos

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Everything posted by Neophos

  1. The guy is awesome. http://www.youtube.com/watch?v=56rIEKysF04 <- This match against Faust is the best Slayer (and possible Guilty Gear) match ever.
  2. What? Everyone's throw is 1 frame. Everyone got the same small window for throw-breaking.
  3. Ah, I should've noticed that. Shame on me.
  4. In the Slayer combos in Phantasm Infinity, Slayer does cS xx Crosswise heel on Potemkin, however... c.S 20F hitstun on standing hit Dandy Step (P) From frame 16 till end of move, can be cancelled into follow ups. Crosswise Heel Startup: 6 Just how does this work? Obviously it does work, since it's in the video, but what part of the frame data am I reading wrong, or what kind of magic allows you to cancel into follow ups from dandy step earlier?
  5. Right from bigooooh: http://youtube.com/watch?v=gPKc-lADggo <- Is that Niga? The color and OTG BBU (and the amount of whoopass delivered) certainly points to it. Also http://youtube.com/watch?v=vyHagyo188Y and http://youtube.com/watch?v=bMKw9ZkrchA Nothing special outside of the awesome Zappa in the second one.
  6. Only true answer. P Dandy to Pilebunker is the MANLY WAY of opening a match.
  7. Oh yeah, sorry about that, just saw the bolded part, didn't read properly.
  8. I'm guessing "ninja dash" is the Jackhound. So, 6H JC jD [AD jH jD]x2 xx 236D |> 641236S or something like that? And the other is probably [236D AD]x3 (optional extra hits?) |> 641236S? Doesn't seem that hard.
  9. Usually known under "Outstanding X combos", they are also availible on bigoooooooooh's account (although in Japanese). I got these stored in favorites, the rest should be quite easy to find somewhere in the "Related videos" sections: Anji, Zappa, Faust, Robo Ky, Venom, Slayer, May and Testament. Also, most of them include some kind of infinite on Potemkin, usually ranging between 200 and 300 hits.
  10. I think you should split the charts into "ground gatlings" and "air gatlings" (and/or links). Adding that aerials can combo into ground-attacks if done as jump-ins would be like adding that certain attacks combo if they hit really meaty - The charts just grows too big. I would say that the flowchart in the Slayer 101 thread is a good example to follow.
  11. The gatling point is just a few frames after the attack connects (excluding the hitstop of 12 or so frames). Pretty much the instant the opponent starts to reel after the hitstop is the gatling point. 5K only gatlings to 6P, as far as I know, so to connect with a 2D afterwards, you'd have to link 5K to 2K and from there gatling to 2D, or link from the 5K to 2D (do it as soon as the entire animation of 5K ends. 1 frame window). There's no real tricks except practicing the links until you have the rhythm down. 2S got a pretty large gatling window, so practice 2S - 2D and 2K - 2S - 2D to get a feel for them.
  12. http://www.dustloop.com/ggac/index.html Notably, http://www.dustloop.com/ggac/data/hitstun.html There you can compare the blockstun for IB's and normal blocking. You can only retaliate right away after a slashback (or, well, 2 frames after SB'ing, but that's way too fast to notice anyway).
  13. Neophos

    Slayer AC Combos

    After landing the rare reversal Eien, what am I supposed to follow up with? Happened a few times in friendlies today, and I was mostly just "Oh I hit, durr, K mappa or something?" and mostly didn't get any follow up at all. So any solid follow ups on a CH Eien?
  14. The "There's a battle to be won round 1, Let's rock" voice sounds like it's made in Microsoft Sam. Where's the spirit? It looked.. boring. Perhaps they should just stick to the fighting games.
  15. Neophos

    Slayer AC strats

    Hm, that's true. But still.. It really doesn't feel like there's a FRC-tight timing on the link. I started nailing 2H -> BBU easily the moment I picked up Slayer, but I know my execution hardly is solid enough to nail FRC's constantly. Well, perhaps it's just because the timing is "press D the instant 2H is finished" instead of "wait until frame 16, then press PKS".
  16. Neophos

    Slayer AC strats

    I'm sorry if this is the wrong thread, but there's no "general Slayer questions" thread, so.. Anyway, I read some framedata earlier, and found these two things: 2H 13 2 22 -5 Floats on ground hit (untechable: 34F) Hitting on the first active frame, it means it's +11 on hit. Big Bang Upper 10 6 35 -22 Cannot be cancelled into. The Big Bang Upper has a startup of 10 frames, and can't be cancelled into. Going by any kind of logic I can, these two things say that 2H -> BBU has a window smaller then FRC's, yet I don't think anyone has the least of problems nailing this combo all the time. So, what part of the frame data am I reading wrong?
  17. Technically, they go at 72 FPS to cut down on flicker. By cloning each image two times and then playing the movie three times as fast, the black flicker gets cut down into such short intervals that humans generally don't see them. A move can't have less then one frame of startup, since the game has to read your input before doing the move. Since Savage Fang got 0 frames of startup post-freeze, you can't block it if you aren't already holding block, since after the game has acknowledged your input (one frame), you've already been hit.
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