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Riverside, California
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http://www.dustloop.com/forums/index.php?/topic/6703-importing-101/ Go to post #6.
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I'm guessing you're talking about your in-game record. If that is what you're talking about, you can't reset your record. Honestly, you shouldn't care about your record. All that does is hinder your performance and stints your growth of improving cause you're caring about your record more than getting better. If you really want a reset though, just make a new account.
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I honestly wish that every game follows what TTT2 did for their game. Offline (arcade, VS, ect.) their stages are filled with animations in the background, but when you play online they stripped out all the animations of people and objects leaving just the basic stage.
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From what I am hearing from other people is that Vatista's Assault C and J.C ignores Shield stun. Don't quote me on this, but I believe you just need to at least Shield the last hit. Remember though if you start shielding after the multiple hits started you're in blockstun, therefore you'll start using Guard Shield and start losing EXS meter. This is something you can easily test in training mode though. I'll check it out later today.
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Copying and pasting something I posted from the gameplay thread. If you shield (4D) an air attack, it forces your opponent with a landing recovery so you can punish them with a move fast enough. Also it doesn't allow them to cancel their air move. So if your opponent is jump attack happy just shield and punish for free. Regarding using shield in the air (J.4D) it decreases your blockstun by 6 frames, gives your GRD, increases your character's movement speed, and increases your opponent's recovery. This is pretty much a free punish in the air with any move.
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3) Assault makes all normals highs. All Assault command normals are not highs and can be blocked crouching. All specials moves out of Assault are not highs and can be blocked crouching with the exception of unblockable special moves (ie Eltnum's and Seth's B version air command grabs). There are four exceptions I found, it seems that Vatista's Assault C (J.C) can be blocked crouching. Chaos and Nanase's Assault J.2C must be blocked high. Seth's Assault J.6C must be blocked high too. Not sure if these are just character specific or bugs.
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Like Airk said, punishing an unsafe blockstring is about timing. Go into training mode and record the dummy to do X set up and just practice DPing the set up. My tip for practicing execution, whether its a combo, a motion, or a certain punish timing is, go into training mode and do it 10x in a row. If you screw up while trying to do it 10x in a row, start all over from 1 till you're able to do it 10x in a row. After that switch sides and repeat. One thing I noticed when people practice their execution is that they only practice from the 1 player side and never 2nd player side. Then when they actually start playing matches and they end up on the 2nd player side they're screwed.
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Oops! My bad, I was probably multitasking and didn't notice. Thanks for pointing that out. This why you should always proof read. >.< No, its 4D and J.4D. 5D is used for Concentration and J.D does nothing to my knowledge. For Seth to do his air back dash, you can either do J.4A+B or just jump and input 66. J.4D does give Seth aerial shield, I just tested it out.
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They have a pretty good system to punish people that just jump in and attack all day. Not sure how many people know this about this system, didn't see it in the wiki or on the forums. I guess I'll just share it here and hope some people find it useful. If you shield (4D) an air attack, it forces your opponent with a landing recovery so you can punish them with a move fast enough. Also it doesn't allow them to cancel their air move. So if your opponent is jump attack happy just shield and punish for free. Regarding using shield in the air (J.4D) it decreases your blockstun by 6 frames, gives your GRD, increases your character's movement speed, and increases your opponent's recovery. This is pretty much a free punish in the air with any move.
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I wrote the down combos for the lazy and those who don't want to watch the whole video. I recommend it though, it was some good information on it. -2C>5C>4C>623A>3C>623B -5A>5B>5C>2C>4C>214B>2C>5C>623B -2A>2B>2C>C>J.A>J.B>J.C -2A>2A>C>4C>jc>J.B>J.C>66C>214B>2C>4C>214B>214A -214B>214A>41236C -J.A>CS (chain shift)>J.B>B>2B>C>2C>4C>214B>2C>4C>214B>214A>41236C -(corner) 236B>CS (chain shift)>66C>214B>2C>5C>jc>J.A>J.B>J.C>2C>4C>214B>41236C
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^ I agree with that too. Here is a little tip for execution from the wiki, When you hold down an attack button in BBCP, the game repeats the button input every frame for as long as the button is held down for up to 3 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual. Example: The technique is useful for punishing opponent's blocked attacks as quickly as possible. Similarly, the same principle can be applied to runs/backsteps/airdashes! If you input a run within 3F (speculated) of the end of an attack's recovery, then regardless of the stick's direction after that, you will dash as soon as recovery ends. This technique is useful for linking together combos and counter attacks because it gives your attacks more range for free. In fact, some combos rely on this property to link a running 5A/B/C/D or else the combo wouldn't work. I suggest that you read over the wiki, there are a lot of helpful information that you might not known of.
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What would be a good stick for an aspiring guilty gear player
MrKevinJ replied to Keyboardwarrior's topic in Beginner Mode
I would say getting an arcade sticks that are dual mod is a must. Eightarc.com have good arcade sticks including the Qanba. I personally like using Korean arcade sticks.