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HunterSFL

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  1. There's actually much more to it, than that. I've thought about making a video for Venom to show all of the various techniques/tricks you can use to do to get charges in really weird places. It actually requires a deep understanding of FG engine mechanics to understand how to leverage everything to your advantage for charging purposes. To answer your question, specifically, let's be clear on a few things. When we talk about S CR, S CR, I'm assuming we're talking about the ability to do the second CR immediately after the first, with no delay. Obviously, you could create a little more charge time by delaying the second CR after the first recovers (what Dai is talking about), but I'm going to assume this is not the goal you're looking for. I assume you want to be able to do the second one immediately when the first one recovers.Given #1, if you go back and look at examples, I think you will find that whenever you're seeing c.S xx S CR, (immediate) S CR, you are always seeing specifically [c.S(1) xx S CR, S CR], and not [c.S(2) xx S CR, S CR]. The most common example of this is late airdash j.SH, land, c.S(1) xx S CR. Once you understand the technique used here, you will understand why this is a huge, huge difference.Now, for the actual technique: Yes, it's important to go back to 2 (or as a better habit, 1) after hitting 8S (or as a better habit, 7S), but what's actually making this trick possible is when that's being done. You always want to take advantage of buffering when it comes to charging. Think about this or try it in training mode: If you're chaining two normals together, the typical rhythm used is that you press the button for the second move right as the first normal hits the opponent. You can't cancel something (for the most part) until you reach its active frames, so people get used to timing their cancels to match the timing of the active frames, or in other words, when the move makes contact. However, you can actually input the second attack much sooner than that. With a fast move like a 2P or 2S, you can input your cancel almost as fast as you want, and the game buffers the input and cancels as soon as you're able. This is the principle you want to abuse for the c.S xx S CR (and why it's possible with c.S(1) and not c.S(2)). You want to input the cancel into the S CR as early as the game will allow so that it is buffered, letting you go back to charging for the second CR. Note that this means that you must have your charge for the CR by the time you do the move you want to cancel from. You can practice the concept of the technique very simply using a move that's easier to cancel from. Try getting a charge, and then doing 2D(1) xx S CR, immediate S CR. When you do it, input 2D, and then almost as fast as you can, input 7S, and then go back to 1. You'll see how the S CR buffers in, and you're back charging way before the S CR even comes out, making the second one easy. This can be applied to c.S(1) in exactly the same way. Stand point blank, and get a down charge. Then input 5S, and immediately 7S, then go back to 1. You should have no problem doing a second CR after that, due to the extra charge time you're getting by buffering in the first s CR.
  2. I understand that you were implying 2D or 6H xx P Ball, but my point is that just saying 6H xx P Ball isn't enough, because there are multiple combos you might use in the corner for various confirms that will end with that same 6H xx P Ball at different distances. This is easy to see just with the difference in combos for standing/crouching confirms in the corner. There's a really big range of distances where you can end up and get a meaty S CR after the P Ball. It's also affected by the opponent's character's wakeup timing. The best example I've seen of this so far is Sin. He has the combination of being extremely easy to juggle S CR 5P, and also waking up very very late. I've actually had instances where I did the setup too tight and the S CR went past him before he even got up, and I was very far away.
  3. I haven't really gone into training mode to look into the detail of IBing this string, but I wanted to mention something. I don't think you can just say "Stuff xx P Ball". The specific combo used will determine your ending distance, and I think the distance of the P Ball, as well as how well you time the CR to be meaty will determine where (if at all) the opponent can IB to help themselves. Might want to mess with it a bit more.
  4. If they're at a height/distance where they're going to go over me out of the corner, my combo has been: c.S(1), jump forward, delay, j.SHD, land, 6H xx QV. Jumping forward blocks them with your body so they don't go over you.
  5. Does this hit low? I thought I tested this, and it doesn't . Can someone test and confirm it? Just wanted to note, if feels to me like 2B is significantly faster then 5B, like 1/3 of the total time of 5B less. Also, I think 2B hits low, which if it does, is another good quality. Wanted to note here that Carl doesn't take his hat off, his little robot thing takes it off You mention it on CH, but you should specify that on CH it pops up. While playing, a friend of mine and I discovered that this move seems to be unblockable in the air. He tried using Barrier as well, and still couldn't block it. At first, I thought maybe the shockwave that radiated out was just unblockable in general, but on the ground, it's blockable, so it seems to be only in the air.
  6. Are you saying this because you've tested it, or are you assuming? Because I tried everything I could think of today to get the effect from that video, and nothing worked. I tried doing it as low as possible, I tried immediately canceling it into another aerial, pressing directions, etc. So can anyone explain how to get the same effect as the video?
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