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Spark

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Everything posted by Spark

  1. You can catch bursts with any of the counters. Bursts do count as a projectile when you super counter so you will get the slow start up.
  2. For catching overheads use 5D if you know its coming, but if you're countering on reaction use 6D because it's probably too late to use 5D. For mids I personally like to use 2D because while it prorates a little more than 6D it actually does damage and gives you meter. Also if you always end up with your back to the corner like me it sets up a free 2C into air combo.
  3. Well in the Guilty Gear frame data the last start up frame is the first active frame, so 1 frame startup means it goes active instantly.
  4. [FONT="Lucida Console"]/-----------------------------------------------------------------------------------------------------------------------------------------------------------------------\ |Move..............Damage.....Level.....ProPt........1st Pro....2nd Pro....Start Up...Active Frm.... Recovery...Static Diff.....CH State....Untechable....GC.....Note..| |5A:.................180........1........800............80.........95..........5...........3...........6...........+3.............9............15........400..........| |5B:.................620........3........200............90.........92..........10..........2...........15..........+0.............15...........17........1100.........| |5C:.................1110.......3........200............85.........89..........14..........2...........27.........-12.............31...........17........1100.........| |5D(Counter):..................................................................7...........12..........20.....................Throughout..............................| |5D(Attack):.......0*1700......0*4.....3000*100.........100......100*70........4...........10..........6.......................................42..............*Note1.| |6A:.................620........3........200............85.........75..........11..........3...........18..........+2.............22...........29........1100..*Note2.| |6B:.................930........3........200............80.........80..........13..........3...........23..........-9.............28...........17........1100..*Note3.| |6C:.................1640.......4........200............100........92..........17..........3...........30.........-14.............47...........34........1400.........| |6D(Counter):..................................................................1...........7...........29.....................Throughout..............................| |6D(Attack):.........0*0.......0*4.....1000*100.........80.......100*80........4...........10..........10......................................................*Note1.| |2A:.................160........1........800............80.........90..........6...........3...........8...........+1.............11...........12........400..........| |2B:.................600........2........400............80.........88..........9...........2...........10..........-2.............14...........14........800..........| |2C:.................1030.......4........100............80.........87..........13..........3...........34.........-18.............33...........19........1400.........| |2D(Counter):..................................................................1...........7...........33.....................Throughout..............................| |2D(Attack):.......0*1020......0*4.....3000*100.........100......100*77........7...........10..........15......................................42..............*Note1.| |jA:.................220........1.......1000............80.........85..........7...........3...........9..........................12...........16........400..........| |jB:.................590........3........200............90.........89..........10..........3...........20.........................24...........17........1100.........| |jC:.................1070.......4........100............85.........87..........14..........4...........30.........................23...........19........1400.........| |jD(Counter):..................................................................1...........9...........11....................Until Landing............................| |jD(Attack):.......0*1610......0*4.....3000*100.........100......100*80........4...........10..........6.......................................40..............*Note1.| |3C:.................1200.......4.......1000............100........60..........9...........3...........32.........-16.............27...........40.....................| |j2C:................980........4........100............80.........75..........11..........2...........15.........................18...........35.....................| |CA(Counter):..................................................................1...........20..........10.....................Throughout..............................| |CA(Attack):..........0........0*4.....3000*100.........70.......100*92........4...........10..........10......................................................*Note1.| |5BC/6BC:..........0*2100......0*4.....3000*100.........100......100*60........7...........3...........21.....................Throughout.......40.....................| |4BC:.............0*0*1800....0*2*4..3000*400*100.......100.....100*86*60......7...........3...........21.....................Throughout.......60.....................| |jBC:.............0*0*2000....0*1*4..3000*1000*100......100.....100*84*60......7...........3...........15.....................Throughout.......60.....................| |236A:...............560........4........100............100........89..........14..........3...........19..........-3.............23...........60........1400.........| |214B:.............830*860......4........100............90.......120*78........9.........3(15)3........15..........+1.............35.........50*34......1400*2........| |63214C:.........1830*1530......4........100............90.......94*80.........21........3(14)3........18..........-2.............48.........19*30......1400*2........| |623A:.................................................................................................25.........................19...........................*Note4.| |623A->A:............860........4........100............90.........85.........11+6.........7...........30.........-19.............37...........42........1400.........| |j214B:..............1250.......3........200............90.........92..........11..........2...........23.........................24...........44........1100..*Note5.| |j214C:..............2200.......4........100............80.........90..........15..........3...........22.........................21...........38........1400..*Note6.| |632146C:.........4000*1500....4*0.....100*3000.........100.......60*80.......3+22.........4...........78.........-35.............52...........50......1400*200.......| |236236D(Counter):............................................................1+0..........13..........31.....................Throughout..............................| |236236D(Attack):....3800.......4........100............100........40..........57..........15..........39......................................60..............*Note7.| |214214B:.....................................................................26+22.......720..........48.....................Throughout..............................| \-----------------------------------------------------------------------------------------------------------------------------------------------------------------------/[/FONT] *Note 1 - Fully Invincible *Note 2 - 3-13 Head Attack Type Invincible *Note 3 - 4-15 Lower Body Attack Type Invincible *Note 4 - 1-25 Above feet Invincible? *Note 5 - 1-14 Invincble *Note 6 - Has Mid Body Attack Type //Would not be here normally, but I didn't list attack attributes for all the moves, but it's worth noting that this is Hakumen's only jumping attack that hit's Mid Body. *Note 7 - 1-101 Invincibe //While that may seem like it's alot of invinciblity frames the whole move takes 110 frames to complete so it isn't even fully invincible. I'm missing what attack attributes all the attacks are, how to block them, and how they can be canceled. Also there are a lot more notes then the ones I listed, but I can't read them so I didn't list them. GC is how much damage is done to the guard bar on block I believe. I hope it's readable I'm converting it from excel to notepad to this. I'll add more later or modify if there are any mistakes.
  5. Are you sure she can dash cancel attacks after they've been countered? From what I understand when you get caught in a counter you are stuck in hitstop.
  6. Hmm I've noticed that too, I've done it against the second part of Bang's explosive nail and Lichi's explosion super.
  7. Ok after playing a lot games you can definitely counter meaty attacks on wake up with 2D or 6D. This wasn't people messing up the timing of their attacks either, because I was countering stuff like Lichi's spinning staff and Jin's ice projectile by neutral teching into them and countering as soon as possible. So either 2D and 6D have no start up or you get a few frames of invincibility after neutral teching.
  8. I've been testing the start up of 2D and 6D by seeing how late I can use them and still get a counter and from what I've seen I don't think they have start up at all. I tested 2D by holding down block and pressing 2D as late as possible, so far I either get the counter to work or the attack gets blocked. I tested 6D by walking forward into attacks and seeing if I can get counter hit out of the start up frames, so far I either get hit by walking into the attack or I counter it. The game didn't say counter when I got hit so I'm assuming 6D doesn't have start up either. I'm going to test more by trying to counter meaty attacks on wake up. Assuming they have no start up it should work. Also anyone notice that Hakumen's dead angle is a counter? It's kind of weird.
  9. It would only work if 2C hits them. If they block it you can't jc 2C for some reason.
  10. I found out you can combo after tk j.214C if you do it low enough with 2B > 236A > whatever.
  11. Found something interesting I'm not sure if it's been mentioned yet, but j.214B resets your jump options if you use it in a combo. For example in the corner 214B > 2C > jc > j.B > jc > j.C > j.214B > jc (3rd jump) > j.C > j.214C. However it seems like it has to be blocked or on hit for it to give you back your jump options, you can't double jump or airdash and then whiff j.214B to get another jump. Also it looks like it can only be done once. I've been using Mugen to try and do loops with the infinite meter and you can't j.214B > jc > j.C > j.214B(again) > repeat. Maybe I'm just messing up my execution. Can anyone else confirm?
  12. He can't really pressure without going through all his meter because very few of his normals actually chain into each other. It's pretty hard to actually hit the projectiles because of how slow his C attacks are. The counters have pretty short active time and you're in counter hit state for all of the recovery. If the full screen DD you are talking about is the chargeable sword swipe it does less damage the further away they are.
  13. Robo dash hit RC into command grab I guess is a cheaper version of the lvl3 DP RC command grab. I've done the full tension FB at the top of the screen to get a time out before, you have to remember to use the all the reset jump options to stay in the air as long as possible.
  14. You can start a loop with lvl 3 missiles like in the corner 2s 5hs frc 5hs frc j.hs lvl 3 missile then 4 lvl 2 missiles. The timing is a little awkward. Also for some characters there are some set ups where you can hit 2 lvl 3 missiles in a row. I don't think I've ever gotten 3 in a row, but it might be possible.
  15. Well the frame data says that on normal block it is +1 so on IB it would be -3, so yes it's safe the timing might just be a little difficult.
  16. You used a FRC in a combo before laying a mat. So you wouldn't get any tension from the mat for a bit.
  17. I'm going, hopefully I won't do too badly.
  18. If you can predict when Ky will use f.s if you throw out a preemptive 2hs you can completely counter hit him out of it for a free combo. Or if you are too close it will trade, but you can recover in time to combo. The counter hit 2hs won't give you knock down because he can tech right before hitting the ground, but it is plenty of time for a combo.
  19. Sorry I just tested I was wrong about using 5p on wake up. There is a frame when Chipp is getting up where if 5p is used as a meaty it will actually hit even if Chipp is blocking low. Though it will whiff in every other case if Chipp is blocking low.
  20. Okizeme: 5p will whiff over Chipp's head if he blocks low so if he thinks you are going to use this he can 2p you on wake up. Robo's 2p can be used to avoid this, but it is not safe from beta blade so you have to be careful about what you use when Chipp has over 50% tension. Anyone have a idea about what to use instead? Maybe a jump in attack?
  21. Punishes: j.hs: If done high enough you can jump up and get a free counter hit of your choice, or wait on till she gets low enough and srk her for free combo. Be careful as this move will clash with srk if you do it too early. j.s: If she is coming down from above and within reach you can srk her for counter hit. If she is dashing in with it and not too low 6p will beat it. This move will also clash with srk if angled right. Kabari(long chain move): Can be used to set up a frame trap. To counter the frame trap IB the chain and use 5hs frc to get counter hit. If she is close enough when using this move you can 6p through it. Watch for the follow up to make sure you don't 5hs it on accident. On less the baiken is fast enough to counter within hit pause 5p is the safest attack for baiting counters. Sakura(slow counter): 2k can go under it if timed right(not recommended). If you bait sakura with 5k you can back dash and if she doesn't frc it you have enough time to dust her. You can throw her if she does it close enough to you and you react fast enough. Youshijin(fast counter): Bait with 5p. Maybe 5k if the baiken is slow to counter. 2k, 2s, 2p, 5s, 5k will stuff it if you were using these in a block string and she counters with youshijin. Can be back dashed, but kind of pointless much safer to IB and punish. 5D: Safe for baiken on block it pushes you or her too far way to punish. On less you back dash it on reaction. Youzansen(fast spinning sword overhead): Wait for her to land before you punish because she can block after using it, but not when she lands. Ouren(fast cross up overhead): Can be baited with 5k/5p. If you bait it with 5k you can back dash to avoid the attack and be put closer to her for when she lands. Will whiff against 5D when done close enough and most low moves. But, Baiken probably wouldn't be using this counter for those moves anyway. Baku(FB counter): Only really dangerous on CH from what I've seen. On less she spends the extra tension for the follow up. Char specific details: When near the corner from full tension lvl 3 horsie, 5hs frc, 5hs frc, j.hs into 4 lvl 2 missiles does around 280 damage and will instantly put baiken into dizzy or be very close to it.
  22. Does anyone know the exact frames that you can link 5k into 5p? I know on whiff you can do it whenever, but I'm not too sure about on hit or block. Actually out of curiosity does anyone even use this link?
  23. FRCing into j.s is really good for awhile, just don't do it too much or they will just start punishing it with an anti air. I don't really use j.h after FRCing because you have to be near the corner for it to be worth while and because you would be hitting them so low to the ground there is no guarantee you can combo them after it.
  24. Regarding 80% heat mode if I 5P someone while in it if they are just blocking what is the actual frame advantage of it? In the guide it says it would add 6 frames of hit stun so would that mean if they are standing normal blocking the frame advantage would be 13?
  25. j.S has 9 frames of start up so when you tk the force break you have to go a bit higher than usual. So I guess you could hold up during the force break a bit before canceling into j.S so the momentum from it keeps you from falling too fast. I usually use j.K for the instant overhead since you can just cancel the fb directly into it without having to adjust for height. Although I am having trouble connecting a ground normal after using it.
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