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EclipsingBinary

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Everything posted by EclipsingBinary

  1. Do you mean to say that the frame data is incorrect or that this is a porting mistake in the console versions? I know from personal experience that 632146H is not invincible from 1-10 (in the console versions) as the frame data says it is. I don't have access to an arcade cabinet to test this.
  2. 676 IADs only seem to be possible with characters who have a jump start-up of 3 frames. Is this due to the size of the input window for an IAD? Or am I incorrect? Also, 676 makes it easier to perform extremely low IADs than 956 does. However, some characters have a minimum height requirement for their IADs that makes this useless. Just something I noticed while practicing with Jam in training mode.
  3. From my personal experience, 5H xx FB PB loops in the corner work like this: Heavyweights: all heights work, but the higher you hit with 5H, you sooner you must do the FB PB. With a high 5H hit, you must hit them with FB PB as they are ascending. With a low 5H hit, time the FB PB so that it sticks them to the wall as high as possible in order to make the next repetition easier. Exceptions: A.B.A has a slight delay before she rebounds after hitting the ground. Delay the FB PB slightly for her. Also, Holy Order Sol has a the gravity rating of a heavyweight, but for the purposes of this loop, I find that he fits in with the middleweights much better. Middleweights: easiest with extremely low 5H hits, such as after a ground slide or a 2D RC. In this instance, hit them with the FB PB as they are beginning to descend. It is extremely difficult to loop them after medium 5H hits because you can't hit them on their way up and they can tech out before you can hit them on their way down. However, loops are possible after very high 5H hits (the higher the better). In this scenario, cancel into FB PB as soon as possible, hitting them during their ascent. Exceptions: perhaps because of their hitboxes, Anji and Ky are much easier to loop than the other middleweights. Holy Order Sol and Sol seem to be the most difficult, in my opinion. Lightweights: generally the easiest class to perform the loop on. All heights work, but the higher you hit with 5H, the sooner you must perform the FB PB (the timing window is a lot more lenient than it is for heavyweights, however). Again, try to wall stick them high as possible.
  4. For attacks that have FRCs during or after the active frames, calculate how many frames are between the FRC point and the end of the move. Add this to the SD. Yeah, in most cases, it should be a lot. Keep in mind that the frame data includes frame zero under attack start-up, the frame on which you input the command. This is not an actual frame of animation. So add up start-up + active + recovery, then subtract one to figure out the total duration of the move. For attacks that have FRCs before the active frames, there is no SD to calculate.
  5. The way the frame data is written is a bit strange. rtl42 mentioned this earlier, but the number listed as an attack's start-up actually includes the first active frame. So Slayer's 5H, with 13F start-up according to the frame data, actually goes active on frame 13 (they probably include frame 0, the frame on which you actually hit the button). Therefore, after a j.D, the j.K |> 5H link has a two-frame window for success if my calculations are correct. Also, regarding my last post: I know that the second combo has more hits and removes more guard bar than the first combo, but that's not the point. What I was trying to say was that you can feel the additional landing recovery after the {j.D j.2K, j.K}. After the first combo, you can do a move immediately after you land and it will come out. This is not the case for the second combo. There is a clear delay before you can do anything. EDIT: I have done more testing on this, and now I must say that I really don't know. The additional recovery seems to stay after some moves and not after others. For example, I felt a delay if I did {j.D j.2K} and landed, but not if I did {j.D, whiff j.P} and landed. For now, I still believe that the additional recovery stays, but it may depend on other factors that I'm not currently aware of. Also, perhaps my timing is off and I feel delays when there aren't any, or vice versa. So yeah, all this to say...I'm just not sure.
  6. 99.9% sure. Although I have no way to scientifically test this, it's pretty easy to notice the additional recovery purely from manual testing. Try these in the corner, on Potemkin for ease: 6P FRC, 5H JC j.2K, delayed j.K |> 5H... vs. 6P FRC, 5H SJC j.H j.2K, j.D j.2K, delayed j.K |> 5H... It's dramatically easier to combo the j.K |> 5H in the first combo. The difference is significant and noticeable. EDIT: I did more testing, and now I'm not sure. I don't want to spread false information. Refer to this post for more details: http://www.dustloop.com/forums/showpost.php?p=261733&postcount=163
  7. Just try to do the j.K as late as possible before hitting the ground. Also, keep in mind that if you're doing something into {j.D j.2K, j.K |> 5H}, the j.D adds an additional 5 frames of recovery after landing, so you have to adjust your timing for this. EDIT: I did more testing, and now I'm not sure. I don't want to spread false information. Refer to this post for more details: http://www.dustloop.com/forums/showpost.php?p=261733&postcount=163
  8. According to the frame data, c.S and 2S are both GB -6 on hit. To me, it seems c.S is almost always preferable unless they are really high up, and only 2S will reach. c.S does only 2 fewer points of damage, but offers more untechable time on hit.
  9. 6K, 2K is a one-frame link on standing hit and a two-frame link on crouching hit. f.S, 2K is a two-frame link on standing hit and a three-frame link on crouching hit. Neither of these is a gatling, so you just have to develop a good sense of when the first move ends. Frame data here: http://www.dustloop.com/data/ac/slayer.html
  10. I know, but I can't find them anywhere on the site.
  11. Does anyone know where I can find the DF2 finals videos? I saw them on YouTube a couple of weeks ago but I can't find them now anywhere. I remember the finals was koichi and haaken vs. niga and 012. Were they taken down? EDIT: I guess they were taken down. =( Did anyone happen to download them? Or have a DVD rip? Also, the latest niga matches on bigooooooohh's account, such as: youtube.com/watch?v=Rn3c_3Fw8NY and v=0ccIkUGlMS0 Does anyone know where he downloaded these?
  12. I was testing Slayer's normals and here's a complete list of which normals gatling into which other normals. Links are not included. These don't all combo, but they are still gatlings nonetheless. 5P {5D/6P} 5K {5D/6P/6K} c.S {f.S/5D} f.S 5D 5H {5D/2D} 2P {5D/6P} 2K {5D/6P/2S/2H/2D} (restricted timing) 2S {5D/6K/6H/2H/2D} (restricted timing) j.P {j.P/j.K} j.K j.2K j.S j.2K j.H j.2K j.D j.2K I tested these pretty exhaustively, but it's possible that I may have missed a couple here and there. In addition, here's a list of all normals that can directly cancel into specials and supers (not including moves like 5K which can be jump-canceled and then special-canceled): c.S f.S 5H 2S j.K j.S j.H j.D Anyway, this probably isn't too useful, but I figured it'd just be nice to have as a reference. =X
  13. Is BDC DOT practical? It sounds good in theory (could be a great reversal) but I don't often see people use it. Perhaps its difficulty outweighs its usefulness? I've actually played around with the BDC DOT and to me, 63214647S is the easiest motion. The 464 serves as the motion for the backdash and as the 6 needed for the super command. Are there easier commands out there that I may have missed?
  14. 5K cancels into 6P.
  15. On the Johnny page, the command for Glitter is Gold (coin toss move) is listed as 236P. The correct command is 236H.
  16. What is a burst cancel? Sorry if it's been asked before. I searched but didn't find anything.
  17. Press R1 (or maybe it was R2?) to switch between the player and enemy sides in the training mode menu. You have to configure the settings for the enemy, not yourself.
  18. So, when you complete the 63214H motion at the same time an opponent tries to throw you, the game will use the 4H to tech out of the throw, kind of like an option select, and then when you release H, you end up immediately negative edging the bite. Is that the correct interpretation?
  19. So does this mean that the last start-up frame and the first active frame overlap? For example, Baiken's 5H is listed as having 10F start-up, 1F active, and 24F recovery. Does that mean that the 10th frame is the only active frame, and that the move only lasts for a total of 34F after the initial 5H input? Also, how does this affect overdrives, which have start-up values listed for both before and after the super freeze?
  20. ...Oh.
  21. I know that you suffer additional hitstun if you're crouching, but that much? As far as I know, 5K cannot be canceled into 6P. If 5K causes 17F hitstun on standing hit and leaves you at +7, then wouldn't it have to cause 28F hitstun on crouching hit in order to fully cover the 18F of start-up that 6P has? That is the nature of my question. A regular level 2 attack inflicts only one more frame of hitstun on crouching hit than on standing hit. I know that Slayer's attacks frequently have their own rules as far as stun frames are concerned, but I just find it a little difficult to believe that his 5K can inflict 28F hitstun on crouching hit when regular level 2 moves inflict only 13F. Please do not misconstrue my posts. I am not trying to argue about whether the combo works or not, I am merely trying to understand how/why it works. I am fairly new to the game and would appreciate any efforts to further my understanding of it.
  22. How is it possible to combo 5K -> 6P? According to the frame data, 5K leaves you with +7 on standing hit, and the start-up of 6P is 18F. Please pardon my ignorance if I'm overlooking something simple. =X Furthermore, when it says in the frame data that a move is gatling cancelable from frame X to frame Y, is that the input window or the actual cancel window? For example, the frame data says 2K is "11-14F gatling cancelable." Let's say that I want do a simple 2K 2D combo. Can I input 2D on 10F and have its start-up animation begin on what was supposed to be 11F of 2K, or must I actually wait until 11F to input 2D?
  23. I have some questions about FRCs, so let me use Slayer's 6H as an example. According to the frame data, Slayer's 6H has a start-up of 19F, and an FRC window from 17F-18F. First of all, is this the window for the FRC input or when the FRC actually happens (which would make the input window 16F-17F, assuming FRCs are instant)? That brings me to my next question: Are FRCs instant? In other words, if I input the FRC on 17F, will I be in a neutral state on 18F? Or does it take longer? What about RCs, are they instant as well? Am I in a neutral state the frame after I input an RC? I would assume that FRCs are instant, as I have never been able to FRC Slayer's 6H and still have it hit, but I just wanted to make sure.
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