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Elite_Soba

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    Elite_Soba

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  1. Another thing, when you dash cancel the parry, you are stuck in the dash for 6 frames, meaning you are can do any action but are -4 here.
  2. So some things. Because you can do a silly OS along the lines of this: to OS DP, Backdash, and hit with a combination of Hitstop OS and Proximity OS (Input proximity OS during safejump j.H hitstop and another button afterwards. If they block the j.H, the proximity OS won't go off and you'll get a button. If they reversal or backdash, you'll land quicker and then proximity OS parry the reversal or 6K the backdash. Stylish but impractical), I decided to look into my Proximity OS thing a bit more: https://docs.google.com/spreadsheets/d/15ZpikTm5MI4ERNgbSEEkGGvl7o7maRuOu-jr-aValFk/edit?usp=sharing TL;DR: Looks like you have to input parry something like up to 1 frame before landing, input a button within 3f of the parry actually coming out, and it seems the stick can't return to neutral during the 46 input because i have no goddamn idea TL;DR TL;DR: It's not worth it to add a proximity OS to this because you can generally recover from the parry and punish backdash anyway and the input is really fucking hard As for why you'd want to parry a DP, it's because they can't RC the parry. You could also do this with Blitz if you're a not-Jam but it's a bit riskier on backdash.
  3. Ended up figuring out some hitbox/hurtbox data as well. I might explore this more eventually 6P invul in practice: http://imgur.com/a/ilmns New Puffball shrunk hurtbox changes: http://imgur.com/a/eovIE Hurtbox seems to return to normal around frame 15 of S puffball http://imgur.com/a/Fgkvg
  4. Generally in agreement with JP frame data. Few minor differences I'm pretty sure 236H is 26f, not 27f. I get 7+1 for 632146S/D, not 9+1, and damage is 35[33] I get 14+2 for 632146P, not 15+2 They list 64641236H as -61, and mine is -62, but I'd say that difference is negligible enough Everything else is the same except they give more attack levels on things and more info on multihitting moves.
  5. I've roughly compiled some preliminary frame data for all of Dizzy's moves. I counted these all by hand so there is a possibility that there are minor mistakes by a frame or two, but for the most part I believe these to be accurate https://docs.google.com/spreadsheets/d/1jS76PzT4mv15iPjYGzOm8mbFPskBR_7U8F5jvBAu-cU/edit?usp=sharing Things I have not tried to count: Active frames of moves. Invul frames of moves. These should tide people over until someone better recalculates or official frame data comes out
  6. 2D > Card and 2D > Card > YRC changes: https://docs.google.com/spreadsheets/d/1LG-4mnxUcjD2059AoVIOe8CHeZivEbDvEu-g_LyUId8/edit?usp=sharing TL;DR: 2D > Card gets 1 more frame of advantage. 2D > Card > YRC is the same advantage ... > 6H > 22[K]: https://docs.google.com/spreadsheets/d/1l8Fk2mtSx1qqmfByjc69mEtO3E8oUoo9UCUofzkTV-I/edit?usp=sharing This is a bit more practical in 1.03 because of the reduction to max charge time. You range from slightly negative to slightly positive. This was tested in the corner. Unsure if YRC makes a difference here or not Grounded Carded Ryuujin has invul from frame 10-16 (it's active on the 16th frame)Air Carded Ryuujin has invul from frame 1-8 (it's active on the 8th frame) Air Max Ryuujin now has strike invul through landing recovery. This means it is unpunishable with strike and must be thrown.
  7. Dear everyone, 1.03 is out and Jam has had a few changes. I'll be working on updating all of these soon, but here are some rough things: 2D > Card has one more frame of advantage than before (2D floats a bit higher) I don't know about how much more advantage is gotten from 2D > Card > YRC. IIRC, the bottleneck in the operation was the opponent's wakeup to allow YRC, so I'm not actually sure if there'll be a difference here Grounded Carded Ryuujin has invul from frame 10-16 (it's active on the 16th frame) Air Carded Ryuujin has invul from frame 1-8 (it's active on the 8th frame) There were no listed changes to anything involving parry, but I will look into it Normal card: 41f card get; 56f total (unchanged) Max charge: 41f card get (new; before no card was gotten); 66f max card get; 77f total Stuff involving DP and throw invul. I'll lab the frames later
  8. I've amassed quite a collection of frame data and I figure I should put it in a single, nonvolatile place, rather than in Tweets and Discord chat. Frame advantage on ... > 2D > Card: https://drive.google.com/open?id=1WoiLLuDBMvbslKJCqjf_2XC_xrleG0aKMYf8pUdKi3M This JP wiki says to use うつ伏せ起き上がり (facedown wakeup) timing from http://mayjunkie.web.fc2.com/system_REVELATOR_0401.pdf and subtract 40 from it, but it doesn't take into account the different amount of airborne frames after 2D varying on weight, so my data is correct here. Doing ... > 2D > Card > YRC adds 13f more advantage. Parry Input Window: https://drive.google.com/open?id=1eduMfu_uvGwkeodSMjyoGCwHLawRisH3t_KKUPGrwTo TL;DR: You have an 11 frame window after inputting 4 to input a 6 and get a parry. As in, if frame 1 is when the 4 is input, inputting 6 on frame 12 or earlier will result in a parry, and any later will not. During this window, any 1/2/3 input will not allow you to parry with that 4 input anymore. Gekirin Numbers: Gekirin's listed startup does not tell the whole story, as it does not generally connect with the opponent on the first active frame. Particularly, when the opponent is crouching, the effective startup will increase by a few frames. Gekirin numbers: https://drive.google.com/open?id=10e-AxVDgdfo9Dpq3fUZ3IF0oDhidB5iE_i0_r7j8wsY Bakushuu~Ashibarai > Gekirin numbers: https://drive.google.com/open?id=1EhUBU_BZW4TXt_0r84aM5aC_IhNrExERQzj5vDv9tU0 Bakushuu~Ashibarai (kara) > Gekirin numbers: https://drive.google.com/open?id=1cqrIofyALF7PRHBUraukSrhEeAtLERPoOH-Rbe_KIbw Window for Ashibarai (kara) > Gekirin: By inputting any special kick quick enough, you can cancel Ashibarai before it becomes active. While this is applicable with any kick (236K, 623K, 214K), Gekirin is cool because it feints low and goes high: https://drive.google.com/open?id=1hmctkDZ6dgLhwfJ4ezLnPUjKRmgwpdKrkqQ94AJSLSY TL;DR: Ashibarai has 8f startup and inputting 214K on frames 6-8 (3f window) will Gekirin before Ashibarai can come out. I don't think any inputs before then will actually count. IAD Kick Windows: Jam's 3 kick specials have special properties when done during an airdash. Essentially every kick goes more down than up. There are more subtleties, but I don't feel them worth particularly explaining here because I assume most people reading this already have a decent understanding of IAD kicks. Note that the airdash does not need to be an instant airdash; we just use IAD because it's less letters, as far as I can tell. Jam has 3 frames of jump startup, and can't act on the first airborne frame. She can't airdash until the 3rd airborne frame and can't act out of airdash until the 6th airdash frame. On forward airdash, if the first airdash frame is frame 1, Kenroukaku must be input by frame 12 to get the IAD version. Gekirin and Ryuujin must be input by frame 17. On air backdash, if the first air backdahs frame is frame 1, Kenroukaku must be input by frame 9. Gekirin and Ryuujin must be input by frame 13. IAD DP is like -12 on block btw Gekirin Frame (Dis)Advantage: Numbers here are done on Sol. 214K: -9 c.214K: -6 2147K: -10 c.2147K: -11 IAD 214K: -1 IAD c.214K: -3 236SK > 214K: -10 236SK > c.214K: -6 46P Followup Frame Gap: I don't remember when I tested this because the numbers don't add up for me but... 46PP leaves a 1f gap (5f when 46P is IBed) 46PK leaves a 14f gap And with that, I think I have posted every piece of mildly valuable information I know on Dustloop.
  9. I was going to do a detailed writeup on the properties of parry, but this post seems to cover most of the general mechanics behind it. There are a few more things though: On successful parry, Jam can act on frame 7 and the opponent can act on frame 9, meaning she is +2. Jam's only followups to successful parry are 46P, 236S, 236236H, dash, backdash, YRC, or another parry. While she can technically cancel into successful parry into block, she'll still be in the parry animation until frame 24 and will stay in the parry animation up until the blocked hit connects. If you do nothing for 24 frames she'll recover back into neutral stance where she can do most actions, meaning she can act again on the 25th frame (except I think that there's one more recovery frame where you can't jump). I think it's valuable to highlight here that jumping, crouching, or moving left/right will not cancel the parry animation. The parry input itself has 11 frames of leniency, meaning if we count the initial 4 input as frame 1, you have until frame 12 to input 6 to get parry to come out. During this time, you're free to input 4/5 and not interrupt the input window. EDIT: You can input 7/8/9 during this window as well but it's a bit harder because you don't want to jump This has been said everywhere repeatedly but I guess it's worth mentioning here as well. To get 46PK to work in a combo, the 46P can't hit on the first active frame, except on 46P CH. This means that the opponent has to fall into the 46P and land on it on active frames 2-6. Additionally, the preceding combo can't be too long or there won't be enough untech time for 46PK to ever combo. More Advanced Things: Parry FD OS: 4 > 6 > 4/1 + P + K/S/H On successful parry, if Jam FDs with P + another button, she'll get 46P. If the parry is unsuccessful, she will just get FD instead. Parry YRC OS: 4 > 6 > 4/1 + PK~S Similar to the FD OS, this one will YRC on successful parry and FD otherwise. Input is slightly less lenient on this one, as the YRC must be kinda plinked from the FD input to ensure YRC doesn't come out on unsuccessful parry. Using P as one of the FD buttons allows you to OS the OS by getting 46P if you mess up or don't have meter for YRC You might be able to do a similar OS with the other followups (i.e. 46236236H~4P/K/S for Bao OS) but the inputs are harder are less rewarding. I've never been able to pull this off successfully, however. Parry Fast Cancel: For some reason, inputting any non-4/5/6 input (i.e. 1/2/3/7/8/9) within 3 frames of inputting a parry will allow you to cancel the parry stance on the 3rd frame, likely to help against accidental parry inputs. While this limits the parry catch window to 2f instead of 8f, it has the amazing property of not leaving Jam in parry stance on successful parry, allowing Jam to be +2 and able to do any action The input here is 46 (catch) 36H to grab, although you could really do any move you wanted. Again, this only works if you cancel parry on the 3rd frame or earlier: any later and the parry will behave normally. EDIT: Did some minor testing. It doesn't seem like this is available on wakeup because idk it'd actually be pretty good Something something trip guard proximity os something something etc. I'm still not 100% sure why this works, but it's essentially a proximity OS that will parry if the opponent attacks and will throw out a normal if they don't. The normal must be input within 3 frames of landing i.e. within the first 3 frames of the parry. More importantly, I have only been able to do this after landing, either from a jump or a backdash, which prompts me to think it might be related to trip guard stuff. This is of limited practicality, but maybe someone more versed in mechanics could use this information for something useful. EDIT: Not possible on backdash. Just reviewed the frames and as far as I can tell the backdash version is not actually the proximity OS Super Anti-crossup advanced parry tactics 46 If you press 46 against a crossup one of the following will happen depending on timing: 1) You parry if they hit from the front and you block if they hit from behind. 2) You parry regardless if they hit from the front or from behind You can combine this with other things as well, such as doing 46PK to OS 46P or FD, etc. You can OS throw with parry by inputting 4H > 6 quickly to either throw, or cancel the 4H input into parry in its startup frames. In this case the parry will come out at least 1f later than the throw would, and it's the special cancel version of parry meaning the followups aren't great and it takes 24f to recover. Thus, it's not a particularly great option, but I suppose it could be valuable to know. And I think that's every marginally valuable piece of information I know about parry. I might be forgetting some things because I know a lot of pretty useless information as well, so sorting out my thoughts has been slightly difficult. Useless information includes things like parry interactions when using both the D Pad and Analog Stick on a pad.
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