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Flick

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Everything posted by Flick

  1. YRC have startup bro, and Trisula only has upper invi, so Trisula YRC cannot be Reversal DP
  2. Haven't you forgot to add the move level cuz i dont see it, i think it's very important
  3. Raw Translate of Potemskin's Frame data from Ruu and Kedako. If anyone notice anything wrong, pls point out so i can correct it Backdash:21f.Invi:20f. Jump Startup:5f. Moves Frame Data will be written in this form: Move name:Startup(Duration).Move LV.Notation."-" means no information eg:-f means dont know how many frames 5P: 5f(15f).lv1 5K: 10f(27f).lv3 c.S: 9f(22f).lv3 f.S: 11f(35f).lv3 5H: 15f(37f).lv5 5D: 27f(44f).lv5 DAA: 13f(35f).lv3.Blow back on hit. 6P: 11f(36f).lv4.Float on ground hit. 6K: 16f(43f).lv5.Wallstick on air hit. 6H: 23f(57f).lv5.Blow back and float on hit, blow back on air hit, counter hit cause ground roll effect. 2P: 6f(15f).lv1 2K: 7f(24f).lv2 2S: 14f(36f).lv4.Stagger on ground counter hit. 2H: 13f(52f).lv5.Blow up on hit. 2D: 12f(30f).lv4 jP: 7f(18f).lv1 jK: 10f(30f).lv2 jS: 13f(41f).lv3.Stagger on ground counter hit. jH: 13f(34f).lv4 jD: 13f(9f landing recovery).lv4.Active till landing, Knockdown on ground hit, slam on air hit. Potemkin Buster: 3f(which means active on frame 4 - just like all the older version)(40f recover on wiff). Hammerfall: 18~31f(65f when travel max distance).lv5.Can be P cancel from 2nd frame. Hammer-Break: total time 15f. Foward Megafist: 24f(39f).lv3. Backward Megafist: 25f(39f).lv5. F.D.B: 19f(33f).lv4.Stagger on ground hit. F.D.B's Shockwave: 1f(-f).lv3.Stagger on ground hit. Slidehead(Headslam): 25f(54f).lv5 Slidehead(Quake): 29f(-f).lv:-.Down effect on hit?(same as #R). Heat: 14f(36f).lv-.Swing all the entire move? Heat(Extend):-f(-f).lv-. I.C.P.M: 16f(26f landing recovery).lv5.Active till landing, 10f special hitstop, slam effect. Trisula: 25f(57f).lv3.Float on ground hit.Blow up on hit. Gigantor: 9f+56f apprearance+8f super freeze(106f).lv5.Stagger on ground hit. Gigantick Bullet: 49f(89f).lv5.Blow back on hit Heavenly: 12f+40f(??)+1f super freeze(80f).lv-.Swing all the entire move? Something about IK i was too lazy to translate Frame advantage after hitting I.C.P.M (Wakeup frame)-1f=advantage Sol: 24f Ky: 22f May: 24f Millia: 24f Zato: 24f Potemkin: 23f Chipp: 29f Faust: 24f Axl: 24f Venom: 20f Slayer: 25f Ino: 23f Bedman: 23f Ramlethal: 24f When follow an attack -2f(tested on Sol).
  4. get used to your character's best anti options. Stay focused on the match and always ready to react to your opponent's air approach. And when you couldn't react fast enough to AA a unsafe jump-ins, or a reckless airdash, told yourself not to let it happened again. And one way i practice anti air(beside real match - of course) is not just going to training mode, but to think about it :D. Just think about the situation when u can AA something, and imagine that you've done it.Do it everytime you have free time to think, belive me, that will help your reaction :D
  5. yeah i got your point, but i think the only problem here is the way they designed the hp bar - making it deceptive or something like that. I have an idea that they made the hp bar not equal to the "length" of it, like the first half only represents 120-150 hp, and the 25% next represent 100, and the last worths like 170-200. In this way, when u do a combo that make enemy lose 50% first hp bar, u'll think "uh oh i make him half dead" but in fact, u just only took him 35-40%. I cant find words to explain my thought better but hope u guys understand what i'm saying :D
  6. I dont know if it's new to you or not, but in #R,In corner u can combo from a regular Heat - i mean a single Heat, not a Heat from a combo, with f.S>Heat, at least on Pot and Axl I usually play matches vs two of them,i use stuff like P(delay)>Heat(not extend)>f.S>Heat>Extend sometimes to mix with P tick Buster
  7. I think the damage value is the same at all version of GG, the difference only came from the guts - or maybe the way they designed the HP bar. And i can assure Xrd's damage or anything related to HP bar is the same as it was in #R, #R is the same as AC or +R, maybe a little bit different for some char because of their changes in guts
  8. He still has it bro. So Zeppian's sky is still protected
  9. Seems no - never saw a raw 6K. But 6K>HFB is + on block
  10. The way he gains tension so fast is Instant Blocking - if you haven't known, you can see him flashing white when bocking something, that's IB. Dont just stand and keep blocking if you wanna win :D
  11. It's so long, but from about 3-4 first line, i can assume that your friend plays a super risky style. Again, all the stuff your friend did were super punishable: "reactive vapor thrust", greed saver, RTL, if you can block at least 30-40% of the times he did these stuff, you'd probably won. If your problem is to lock him down, so you're likely to work more on poking. Get use to your 5P, jP, 6P,S.f - those are very good normals, and air throw - when you dominate him on the ground, he'll probably try to bring the fight in the air so you'll end up air throw him alot. don't be afraid to DP him to get out of pressure, but dont abuse it, your friends will get used to it and read you soon. In combo, when you dont have meter, never end up a simple BnB WITHOUT a knockdown-mat, unless it kills or you cannot attempt a knockdown. practice 2K>2S>5HS FRC, it's super usefull on both punishing and hitconfirming(2K is a low).
  12. get a camera and record your match, that's much easier to say But what's your problem, you cannot stop his pressure, or you cannot get in to approach him, or you have problem in putting pressure on him ? If the problem is about the heat, you should think more while playing, focus and make your neurons work :D And is there any deep difference in the level of you and your friends, or you're both equal and the problems only came from the matchup
  13. Seems like your friends are typical new Ky player, who haven't realize how super risky did they play, and you have to make them realize it :D. Try block high 214K on reaction, and learn how to punish it as hard as you can, 214K is super unsafe on block ( -11 if i remember well ). If you can not block it on reaction ( which is very common when playing online ), try predict it, and punish it hard when you guess right. Of course you'll guess wrong alot, but the damage you take from 1 wrong 214K guess is nothing compare to how you'll punish him. That's the point - making him scare of doing shit. And once you get a knockdown, dont let him breath - learn the safe jump, the bazooka oki, and mix things up with your command grab. Ky's pressure is not complicate, once your have a sense how to defend with it, things will be much easier
  14. seems like i need to re-watch the videos :D but pretty sure when one of it came out, there're people asked about it, and somebody answered no
  15. i think it can only be YRCed on startup, i saw FAB did it 2 or 3 times YRC it on wiff, even with tight timing will be too good, even broken
  16. I think you can only PRC it on wiff, not YRC. But that's like a waste of meter because of 20frame startup I've seen many Pot players used it as an aircombo ender after connecting a j.H from really high height. It can be used to get in form a far slidehead too, and of course a ghetto air dash like Darlos9D has said
  17. Dat combo consists both of links and hard charge https://twitter.com/gou4th_fab his twitter here
  18. Yes, you can see FAB's done it many times in matches, but i never saw him doing it completely - the timing is very strict, FAB mentioned it on his twitter. But in some sparring of FAB's ft10 vs JT, i saw him once able to do the complete 6K loop from a 2D(RC), and it does about 55-60% first on Eddie
  19. 6K seems to be the most effective way to get big damage for Po in Xrd
  20. U should watch more :D, there's more hype ahead
  21. that would be too much lol =))) Just the old pushback and AC's heat knuckle will be enough for a new age
  22. Can i use this on #Reload PC version ( no PCSX2)
  23. wth :-0. 6K HFB is damn hard - in every version of GG. And 3 times in a row is ... insane IMO Edited: Aw, nvm. I've completely forgot that 6K is special-cancellable now in Xrd, this ain't no AC anymore :P Another question: Did anyone analyse the frame data of 6K and 2S, if 2S' startup is shorter than 6K's, so it's mean Pot have 2S>6K>HFB loop now
  24. The Flick in reload is the best flick IMO. The flick (not the "wave") stagger on regular hit, launch, pull in on CH. The wave stagger on both regular and CH - a sweep/hammerfall is guaranteed. Or you can 6HS/ HFB>Buster if opponent are not ready to shake =)) And it travels full screen
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