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Everything posted by TITANIUM BEAST!!!
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Ragna is hella straightforward. If you want a lot of bells and whistles with your character, you're in the wrong place. I mean, you can try and get fancy with it by using Blood Kain a lot, but I personally don't recommend doing it much.
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Ok, somehow the vid got screwed up when it was uploaded to YouTube, because everything's playing in slow motion.
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So what's up with the 19+1 in the table? I guess that's 19 frames before the freeze and one frame after?
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Blood Kain is 20F total. The first 19F are completely invulnerable.
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It shouldn't mess up your math too badly. If you're trying to calculate recovery of a move that connects, you don't even have to look at the startup frames. I mean, this is pretty much the standard way frame data is displayed in most guides. Shit, in most KOF guides, startup is the ONLY bit of frame data they give you.
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5P is 10F total. When you look at the frame data, you have to subtract a frame when doing totals. This is because the listed startup includes the first active frame. This is to simplify calculations when you're trying to figure out what can punish what. reaVer: The scenario I'm referring to is against characters who can crouch under 5P at point blank range. 2P-5P -> l1RI doesn't apply in this situation.
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If you have no charge, a combo you might want to try off of 2HS RC is dash 5K-5HS -> CC, 5S©-2D for the knockdown. I forget how much damage it does, but it's generally better than anything else you're gonna get off of a 2HS with no extra Tension or charge available. A side note, dunno if anyone else has checked this, but on characters that can duck under your 5P (like Zappa), 2P-5P leaves you at only -1. You still have to wait about 4 frames to throw them, but it's a good setup and you may still get a counterhit out of it if you throw 5K out ASAP.
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No recent vids? The last two posts are about people wanting to play Hakumen, sheesh. I'd also like for one of these people who says kaqn sucks to actually explain why he's no good. I keep seeing guys who would probably have zero chance of beating this player trashing him all the time. I mean, maybe he is no good, but use your head. Why does he suck? Could you beat him? No? Then maybe you shouldn't be saying anything.
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He has crossups, they're just harder to set up than they are in other games. In addition, something I've noticed about GG is that generally, when you cross someone up, they get pushed away from you when you land. This is different from all the other fighting games I have played, where crossups leave you closer than a regular jump in. The end result is that often, combos after crossups are HARDER in GG, rather than easier like in other games.
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......same thing? Yeah it's possible off of both of those, but very hard off of 6HS. The level 1 BHB is harder than level 2 obviously, but more damage thanks to fewer hits. I have actually never tried this.
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Oh wow, that's pretty cool. If my math is right, a 4 frame link, so not too bad to do. Nice when you just want some damage.
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I should mention that 2HS is horrible for avoiding lows. Yes, it has lower body invincibility, but it doesn't start until 14 frames in. It doesn't matter how far ahead you plan the move, nobody with a brain is gonna eat a CH from that move for trying to attack you low. Fafnir also doesn't need the low invincibility to "work" properly. It would still be a great move without it (shit, it would be great even if it didn't hit low). Of course, if it didn't have it, that would mean you wouldn't have that convenient way to counter meaty Slide Heads on wakeup, which is just one example of the move having multiple uses thanks to its unique properties. Wakeup backdash on GB...if it's being done meaty, it doesn't matter how late the pillar hits. The point is to get the pillar to connect on its last active frame, which would mean it would already be active when you're getting up. Backdashing it might still be possible, but difficult due to the whole HOS switching sides on you thing. And yes, offering your opponent a chance to stop you gives you CH setups. But if you're fighting a defensive opponent, they won't fall for a CH setup, they'll just get away and you have to chase them down again. It's a choice between either maintaining control of your position in the match or taking a risk for a bigger reward.
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I'd really like to help with the whole GB scenario, but the frame data for those moves makes zero sense.
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That makes sense. Perfect CC 2D is +3 on block, 5K hits on frame 3. You have to be all sorts of perfect, but that's pretty much guaranteed.
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I really wish people still played this game around here so I could keep leveling up. Last time I played Matt in tournament was so ridiculous, down to the wire. I've been laying off the lvl2 GB myself lately. It's really great when it happens to hit and on less experienced players, you'll hit it a lot more than normal. It's also pretty good on block. But on really defensive players, I don't like using the charge up in that way.
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What's this? Ryan-Bill, using any version of GB other than level 1? Next thing you know, pigs will be flying.
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Not many people play GG around here these days, all SF4 and whatnot. Doesn't give me much chance to practice anything.
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Shrug whatever I figured it out once I got a chance to look at my guide. Posting from work can be an inconvenience sometimes. Of course, you could have gone into a more detailed explanation based on your own info. After all, there's no way you could have known that I had the guide to look at, and knowing the info on tian's site is wrong, it would have been easy to say "hey, this is what is says in the guide." Something like that would have been more constructive and I would have been more prone to think "guess I was wrong, that guy is really helpful", instead of "wow, that guy is a jackass". But I digress, no more off-topic from me.
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The online frame data is definitely missing a lot of info that's in the book. They got the part where HF gives 34F of hitstun, but forgot the part where it gives 29F of blockstun. There is also the note mentioning that it does go straight into recovery on hit or block, so I was wrong on that part. Ah well, lesson learned.
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Ok, if you say so. You could actually explain instead of just saying "YOU'RE WRONG" like an asshole. I mean, either way, the frame data doesn't make sense for the move. If he automatically goes into recovery when he blocks it and recovery is 33 frames, the move is level 4 and does 18F of blockstun, then it should be -15, not -4. If it works the other way, it would be even more negative. Something's missing here.
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Not from what I've seen. Hell's Fang looks more like Slayer's Mappa where if you block it point-blank (ie before he fully extends his fist) he goes through the whole animation of the move still.
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That's not what I'm talking about. I mean, what you're saying is normal for pretty much all moves, once the move connects, any remaining active frames become recovery. Rock It is actually the exception to the rule, as it automatically goes into a set recovery when it connects, regardless of what point in the active window it connects. Rock It is always +3 on normal guard in GG. Compared to Hell's Fang, which has a 13 frame active window, you could potentially be at +8 if you connected with Hell's Fang on the absolute last active frame. Ok, this makes more sense. But how many characters have a reliable DP to beat out Hell's Fang? I would venture Ragna/Jin/Litchi as being the default.
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That's what I'm thinking. Yeah, the move is -4 on normal guard, but that's assuming you block it point-blank, and the move is active for a long time.
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sj.IAD K over sj.IAD P is really a preference thing. For a move that's only 1 frame slower, it's a lot harder to hit than the Punch due to hitboxes and distance, plus the chance of messing up and getting BRP. Seems like an awful lot of effort for a measly 5 damage difference. But if you can pull it off, more power to you. As far as Fafnir in the middle of Dloops, I hate to agree with reaVer, but that really is some combo vid shit. Spending all that meter on 25 damage extra seems like a waste. Unless they're gonna die, I wouldn't recommend doing it. Chances are you could have used it earlier in the combo to do more damage anyway, so you probably screwed up somewhere.
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I don't understand why I don't see this happen that much in match play, though. I see lots of blocked HF and it rarely gets punished.
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