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  1. Was mostly only able to find 2-bar matches, and lag was real bad. Game ran smoothly, but input delay was a little bit like playing underwater. Only found one or two 3-bar matches, and they were noticeably better. I hear it's pretty playable at 4 bars, but I haven't run into that yet. (also, as a scrub, I'm just enjoying getting to play other scrubs, lag or not)
  2. These are what I was wondering- if it was based on some sort of value, or the state of the attacking player. Seems to be somewhat both (seems like you can't tech in situations where you can't Burst like during Overdive/super moves), but in general it seems to be a value- like hitstun or blockstun or stun damage, certain moves cause X amount of frames where you can't tech (or hitstun# +X, etc). In Street Fighter Alpha 3 for example, it's based entirely on states- when a move is active you can't tech, but during recovery time you can, something like vs overdrives, but all the time
  3. Hello, I'm a newb to GG (haven't really played since messing around with GGX on the Dreamcast many years ago), but I recently got GGXX#R on Steam and have been messing around with it. I played Alpha 3 for many years so I'm familiar with the slightly complex rules for air recovery in that game and how it works. Is there some sort of guide for when the opponent can/can't tech/air recover? Is it based on number of frames after hitstun with an exeption for dust combos, or is there something I'm missing?
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