PsiPhi
Members-
Posts
44 -
Joined
-
Last visited
About PsiPhi
- Birthday 10/14/1982
Other Info
-
Location
NOVA
-
A - PsiPhi B - Christian C - Fairfax D - Robo Ky E - DC/MD/NOVA F - Possibly. G - Only within the DC metro area...
-
Both horizontal and vertical dolphins will be jump installed if you do them with 9H/9S. You can also ji a vertical dolphin with 7H/7S. Just to clarify/confirm
-
It depends, if you were charging with 4 you get horizontal, if you were charging with 1,2 or 3 you get vert.
-
that's why dan wins tourneys and I don't
-
Why do people focus on such little details? I mean assuming ducking extends your hit box so you get hit earlier, yeah you will recover earlier by a frame or two, which really doesn't help you out. But why not just take the simple solution and ib the freakin' thing? Why do you people even worry about the frame data so much? I mean you need to know which hits give you an advantage and which have invunerability and what not. But is it really important to know that attack A gives you +4 fames on block? Just play the game, don't worry about such little details. edit: this isn't directed at dan, this is directed at everybody who has posted a silly question involving frame data
-
dj = double jump ad = air dash aa = something that you just made up, it isn't used in any of those combos
-
I've thrown him out with may's ohk.
-
You just have to throw slayer before he leaves the ground.
-
Yeah, I think fdc is about as close to a kara cancel as you are going to get in gg. They are really common in 3s. SF2 has some psudo kara cancel type stuff like rekka cancels. But as far as I know 3s is the only game that uses a lot of kara cancels at the high level.
-
From the Street Fighter Anniversary Collection Guide: "A Japanese term that means 'empty cancel.' It is used to describe a situation in which you cancel out a normal attack into a special move before even seeing the normal attack come out. Usually used to gain extra range on special attacks, such as throws." So no, that isn't an example of a kara cancel. Well at least by 3s terminology.
-
Kara means empty in japanese. Karate = empy hand (or something like that). A kara cancel is when you cancel an attack that whiffs (ie an empty attack) into something else. These are common in street fighter games, they are typically used to increase the range of an attack. For instance in 3rd strike with makato if you press lk then execute her throw right away, you will see her start to do her lk animation (where she takes a slight step forward) then throw, resulting in a throw with increased range. In general you have to connect an attack in gg in order to cancel it, but there might be exceptions, I'm not sure.
-
You can not be pot bustered out of baikens 6k, same goes for may's 5k during throw invincible frames. Also I'm pretty sure put buster, and may's ik are command throws. I mean you put in a command and they throw the other guy, that's the definition of a command throw right?
-
I'm really confused by this. May can't combo 3 sweeps. Do you mean 2k,2h,2d? That isn't necessarily a bad combo, it doesn't do wonderful damage or anything, but it knocks down and gives you an opportunity for more oki. Personally I use 2k,2d, vertical dolphin as a low starting b&b combo.
-
In general for any fighting game, if it isn't in the arcade version it is banned from tournament play. Which is why all non game breaking glitches and "cheap" tactics are allowed, but extra characters aren't.
-
After having played slash for a while I'm finding that overall may's match ups are a little easier. Is anybody else with me?