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Everything posted by TheRealBobMan
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Ok, thanks for the heads up. Yeah, I suppose IK's could function like Fafnir where you can't gatling directly into them. It'd suck to need a CH on specific moves, or to land a 5D in the corner for wallsplat or something. Damn, so her airthrow range is tied with Pot's for second highest, with Bedman having the highest. And yeah... it looks like an actual airthrow if they're giving it a range value, since HPB and Heat Knuckle don't have range listed. Eh... it looks like HCL and VLC are airborne on frame 2. Riot Stomp still looks like it's frame 1 airborne, so I don't think that's a mistake. That sucks. I liked using reversal VCL against oki 2K.
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Uh, where are you getting the range values? Also, are there range values for HPB? Prior to this, most air command throws were just ground-to-air or air-to-air unblockable. If we have range values, that might mean they're throws, which would mean we could throw bursts with I-No's command throw. That's huge considering we can cancel into it from ground normals, including those that can't be jump canceled. The opponent's burst would almost never be safe. I noticed that they're doing attack levels on a scale of 0-4 instead of 1-5. So yeah, there's a lot of changes: 6P is now 1-11 above the knee, instead of having 1-4 above the waist, then 5-11 above the knee. Now has a 90% prorate instead of a forced prorate it looks like. Damage is up to 32 from 28. These are some welcome buffs. 5H does 38 damage now instead of 37? Ok, that's a buff. Why not. There is now a 80% prorate on 2H. There is now a 80% prorate on 6H. However, the first hit starts on frame 5 instead of 7. 5D not only takes 20 off the RISC gauge like before (dusts were -20GB), but it has an additional 80% prorate! *Flips table* At least it starts on frame 26, so it's slower than AC but faster than +R. j.D's landing recovery is now 9 after landing instead of 8 after landing, so it's nerfed slightly. Ground throw now has Forced Prorate 65% instead of 40%! Given that we have to spend 50% to combo off of it, this is welcome. Air throw now has Forced Prorate 65% instead of 50%! Given that we have to spend 50% to combo off of it, this is welcome. Kdive prorates 80%. This is new, and sucks given that we have to spend meter to combo off of it (AFAIK it doesn't slide on CH anymore). There's also no mention of the attack level going up when charged, which someone mentioned a few months ago. Hdive hits for 20x3 again. Sdive prorates 75%. This is nerfed from the 80% in +R, which really sucks given that we have to spend meter to combo off of it. There's also no mention of the attack level going up when charged, which someone mentioned a few months ago. Sterilization Method has a 60% Forced Prorate. This is welcome given that it's free to combo off of and a better prorate than I-No's regular Air Throw. Ultimate Desperation (Ground Super) now does 50x3 damage (buffed from 46x3), but has an 80% Prorate. Our IK animation has changed significantly. It's now 5H. Without Hellfire, its 9 frames until the screen freezes, and 12 frames later it hits, with invul on 9-30. So, once the screen freezes, we're invul. During hellfire the startup changes to 5-9 (making it easy to combo), with 5-19 invul. If 6P still has the non-standard untech time, it'd be really easy to combo into IK without spending 50% on an RC. I could dig for more differences, but I have to go do stuff. Thanks for posting the frame data here!
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Yeah, normally I'd only go for those combos off of a prorated starter, but her damage looks pretty good overall in Xrd (especially considering we don't need HCL FRC which prorates meter gain), so I don't know when I'd go for it. I remember seeing Hdive combo into Hdive which is pretty ****ing cool, but I also remember that combo not doing as much damage as her usual Pdive loop stuff. Then again, with how scary I-No's tools are with YRC, it might be worth it to forgo damage early in a round and get 70% meter from one combo. That way we could either spend it on a big combo if meterless oki is successful, or spend it on VCL YRC oki 2-3 times in a row. Or maybe it'll be viable to go into a Pdive loop that ends in Sdive wallbounce, and instead of doing 6H > HCL > D, maybe 5P > c.S > TK Hdive will work for knockdown. The damage probably wouldn't be that much lower, but we'd get maybe 5% more meter off of that, and about 15% more if we can sneak in another TK Hdive without sacrificing knockdown (at this point it might cost us meterless oki options, but if we're building meter for VCL YRC it wont matter). *Shrug* Kind of pointless to speculate on that kind of thing right now though. Although... I do use Hdive in meterless corner push combos on heavies already in +R. If we get the spacing right at mid screen that might work for Xrd, and might also be easier than 6P > 5H > IAD j.K. Even though people don't use her f.S in combos in Xrd, I bet that would help get the spacing just right for it to work, assuming weight/hitbox allows it.
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You mean the crossup j.D FDC j.S > Sdive? Or how Sdive slides a little bit now and caused her to cross under the Burst? Ky wasn't in the corner. Fortunately, it seems like using j.D FDC causes you to turn around faster than if you Hover Dash over someone or IAD over them, so your crossup options are pretty good that way (rather than being stuck with only j.K > Fortissimo, or j.K > HCL FRC if it was AC, though in +R you could airdash back toward them after a crossup because of the extra air options).
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
We have an official release date for the US SKU, so this wont be the same as US PSN's AC+R. Those manufactured copies have to hit the store in time for that launch, whereas with +R we were waiting for a patch. If the markup going from Euros to Yen cards is bad, going from Euros to Dollars is probably going to save you some money. I think the JPN versions of most games usually have US English on them anyway, so money and time frame (do you care about having the game 12 days earlier?) would be the deciding factors. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Trading execution difficulty for strategic difficulty. Instead of having a damage combo that works anywhere meterlessly, he has to figure out how to push you into the corner now to do damage, which sometimes involves meter management. Boring to some, cool to others. It was mentioned before, but the issue is that you're stringing multiple actions with tiny windows together. Doing the jump installed 632146 input is the easy part. Doing the 2 frame FRC and buffering a dash within 4 frames of the FRC happening, then doing a character/spacing dependent link out of the airdash to get the follow up is the hard part. There are 3-4 moments where you can bungle the input, and this input is used frequently for her to be able to confirm combos and corner push. It's her high damage option, prior to +R's FBdive and air recovery VCL it was her corner push option (otherwise you had 6P > 5H > IAD j.K, which is a two frame link if you don't bungle the IAD), and it was her main linker off of starters like STBT and Sdive out of the corner. It was also frequently used to follow up STBT in combos early in a round (6P > STBT > 5K > HCL), which was done since STBT builds a big chunk of meter (often enough for the FRC). -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
It's already been covered by several people, but I-No being made easier is largely the result of the global changes to the game's cancel system, and is also helped by HCL/VCL being auto jump installed. Honestly, Jump Install really didn't need to be a thing as it just made stuff harder, though I-No's 2S no longer hitting low makes sense given that she could carry a JI through hover dash or other methods and do unprorated damage off of a 1/3 screen low at max range in AC/+R (and 2S had it's recovery reduced and range extended in +R), which was ****ing bonkers. If she had that built in now (didn't have the restriction of having to carry a JI through something else since you can't jump cancel 2S), it'd be really scary. Uh... while playing a character that has difficult execution is fun for various reasons, that's a really strange outlook. Yeah, it can be more boring to play a character if their execution is taken down a notch... Sol looks a little boring to play now that he's able to spam j.D in the corner for combos again, but there's still some flashy stuff with Fafnir, Bandit Bringer, Kudakero, and all of the setups that come from adding RC time slow to the mix. I don't know what to make of the "execution is all I-No really had" statement. Yeah, I've lost some interest because of the changes to her tool set. HCL doesn't go as far across the screen to compensate for the simplified input, but it has the Derivative follow-up that gives knockdown in many more places, which is a big help. They took one of her notes away, so she doesn't have the zoning games that come from having 2 different speeds, but she picked up an aerial command throw. Honestly, one of my favorite things about playing I-No was her air throw range in AC, since I love to air throw people. I'll trade the ability to combo for getting a good instant airthrow back + the new command throw that allows follow ups (can do it out of an airdash, from the ground, etc). Her S dive now knocks down, which I don't like, and Kdive isn't a starter on CH anymore either, so that sucks. Her f.S isn't a utility/pressure move anymore (as far as we know). STBT kinda sucks now since even if you use it for what it's good for (going under things), you don't get very much for it (stagger for a reset with S version even on CH and a slight launch with H version). They also nerfed her reversal super and it looks like the mike stand in her 6H is shorter which affects the range of the arc. Then you consider VCL YRC being an amazing oki tool and it seems like it could potentially be an optimum play whenever you have the meter to spend on it, whereas before you might use f.S, regular note, late note FRC, or a simple safe jump. I guess you're just looking at the surface of her game plan (yomi layer zero). Her neutral game was interesting because her hitboxes suck and lose to everything, even if her pokes are actually good in very specific circumstances. Being able to jump out of the way and set up a combo with a dive was great, STBT(S) was great for fishing for counter hits even though it's easy to punish if you use it wrong, f.S controlled space well, 6H was a really fun risky AA/poke tool, HCL could threaten players that tried to set up at the wrong range, and her air throw was pretty threatening too before +R. You could even ghetto reversal against lows with VCL. Her move set made for a really fun neutral game, even if your goal was just to knock them down so you could shoot a note and run her strong mixup tools. Hell, even matchups like vs May were fun because while it was a pain dealing with her superior hitboxes and getting stunned off of one CH, you could win off of one knockdown. So yeah, I'll miss doing stuff like reversal VCL > FRC Sdive > 5K > HCL 6FRC6 > FFVCL, but I'm also just as happy that I wont drop it because I don't have the time to practice. Less flash isn't very cool, but it's not a deal breaker. If anything, the time I had to spend to practice I-No to play her at barely above the scrub level can now go into learning more characters, or being less of a scrub with her. I might switch mains depending on how her neutral game changes (if it feels too formulaic), but her air throw being good again and the new air command throw might just sell me on continuing to play her. The feeling of scaring the other player into not teching or bursting is one of the greatest joys when playing this game. Honestly, at high level play you'll barely be making mistakes, and the enjoyment you get out of putting forth the effort to not make mistakes is going to vary from player to player. The majority of us play to read the other player, not to play training mode with hard combos. Also, I think every character wants to gain the initiative in some form and go for a high/low/throw or frame trap. That's not I-No exclusive. I-No was just good at the high/low part. -
New Smash Bros for Wii U and 3ds
TheRealBobMan replied to Kyosuke Kagami's topic in Misc Fighter Central
Yeah, next spring right? Not only is that far away, but it's a wide window. I want that to mean that they're going to work on a big patch that will add a bunch of functionality (like share mode actually being able to share, which they said wont be included at launch) and possibly a balance update, except that's probably not going to happen. If they do include balance in the anchor patch for the Mewtwo DLC, they'd probably mess it up anyway. *Edit* http://en-americas-support.nintendo.com/app/answers/detail/a_id/11692/p/430 Ver. 1.0.2 details (Released on October 3, 2014) Enables online multiplayer features. Adjustments have also been made to balance the game and make for a more pleasant gaming experience. So uh... I guess they are going to release balance patches. I might actually check this out today to see what kind of stuff changed, since they didn't include any details. -
As far as I know, that super was never throw-invul anyway. It also started 2 frames after the flash in AC/+R, so it's possible to VV through it on reaction. So we're getting some tutorial vids from that Maximillian Dude, and we're getting new Guilty Bits? Sweet. Looks like Xrd is going to have a lot of community support at launch.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
If the conditions aren't met, there's no time stop during the super freeze for IK mode. So... you can still go into IK mode if you want, but you leave yourself vulnerable like before. You could probably come up with some "relatively safe" setups if you RC a move that normally causes untech into knockdown anyway, but it's not the same as having time stop for 60-100 frames while you enter IK mode. It looks like most IKs have some invul on them now, and I think Burst is locked once the screen flashes prior to the actual attack animation starting just like with Overdrives. During E3 I remember IKing through several moves with I-No, including one instance of doing IK on reaction to Dandy Step just to see if the guy would hit a button, and he Crosswise Heeled right into it and died. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Pretty sure you only get the time freeze when your opponent is in hellfire and you have 50% when you're on match point. You can only combo into IKs under those conditions too, as far as I know. Someone needs to double check if you can hit someone OTG with an IK and still have it count. Might not work for Sol's, but it seems like it would be important info for setting up IK combos. Also, I feel bad for anyone that pre-ordered from Amazon. I just got my shipping confirmation E-mail and I'm expected to get Xrd on Dec 29th. Good thing I'm getting the JPN version to get an extra few weeks of play time before I have to go back to work. *EDIT* I pre-ordered through Amazon long ago and picked the "Free Shipping" option to save money, since I figured I would get the JPN version to have extra time with the game and didn't expect that the release date would be so close to the JPN date. There are options for "release date" shipping, so don't freak out. I just put an order in a cart to calculate shipping and it looks like it's about $5. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
PS4 can only capture at 30FPS? Ok, never mind then. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I'd rather get confirmation via frame-by-frame footage (which youtube wouldn't do well since it doesn't support 60fps). There's the possibility that 1-frame jump is still there, but works differently. If anyone does this, please make sure to get some regular jumps in the video to compare the startup. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
You can't use a flash drive? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Anyone with the demo should be able to test 1-frame jumping pretty easily since video recording is built into the PS4. Double tap the "share button" to start recording, attempt some 1-frame jumps, then tap share again to stop recording. Save it and watch it frame by frame (there might be a function in PS4 to do this, but if not, move it to your PC). If you leave the ground a frame early, you're good. The mechanic might have been removed, or they might have just made it so the dust cloud always happens. Also, anyone with the demo should be able to double check against Sol's available frame data this way. Can't get all of it without actual training mode (to set blocking, etc), but it's a start if anyone wants to. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
If the difference is that small, it's highly likely that I simply missed it. That conclusion seems more likely to me than this mechanic being absent from a demo build that's based on a functional arcade release build... unless it was just a demo specific bug (more likely than the mechanic being removed intentionally for ??? reason). I couldn't test in a vacuum the way I'm used to - I had to observe other players, and when given the opportunity to test while playing other people, couldn't waste too much of their time (they were playing the demo to try it, not deal with "that guy" who wanted to measure everything about the game). I had back dashed until Negative Warning at the start of a round and walked forward, then later tried walking forward after playing rush down and instant blocking a lot, then tried walking forward at the start of a round. I couldn't film it for review later either. Not the most scientific way of doing things, but it's all I had. It's really noticeable in AC, so when I couldn't eyeball a difference I kinda figured it was gone. Really, the amount of meter gain looked identical, and it's kind of astonishing to see how much meter you get for walking forward when putting yourself into Negative Warning. In retrospect, I also did all of my tests on Tension Pulse with I-No. She could have different values, or there could have been bug preventing it from applying to her (or at all). I also went into the test with the bias of thinking that it wasn't in the game, based on the prior youtube footage I had seen. Even with footage of people in training mode which made it much more observable, it was still fudged by youtube not being 60fps, and if the effect is that small I'm not surprised that I missed it there too. Also, while it's no excuse for doing a shitty job, I was working crunch leading up to E3 so I was definitely tired (making any attempt at eyeballing results a little weaker). Anyway thanks, that's good news. I was actually pretty sad thinking it was gone. Also, if anyone else with the demo wants to try to test this out, it's a lot easier to get footage now that PS4 has video recording built in. If you upload to your computer instead of to youtube you could probably get approximate values down to the frame. Or we could wait for a MOOK to be published. When do those usually come out? Around launch day? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
I tested tension pulse at E3. It's gone. Tension proration is still a thing. YRC, RC, FD, and DA all prorate your tension gain, as does Negative Penalty, though Supers and Blitz Shield do not. You still gain meter for walking forward, jumping forward, airdashing forward, and other "aggressive" actions. You do not gain additional meter for continually acting aggressive, and you do not gain less meter when you are close to Negative Penalty. Since I had noticed that the Tension Meter didn't flash back when Xrd footage first came out, Tension Pulse was one of the first things I tested out when I was able to play the demo. I think that overall, you get plenty of meter. The increased meter gain you would get for having a high pulse is kind of offset by the ability to play a little more defensive without taking a hit to tension gain. I'm actually thinking that you're more likely to build more meter on average, since pushing your Pulse past your character's threshold usually required lots of IB or some SB. Removing pulse doesn't change the core meter mechanic that sets GG apart from other fighting games, which is getting meter for things other than landing attacks, whiffing special attacks, and getting hit. I like the Tension Pulse system more, but doing it this way will probably be a little easier for new players. I mean, look at the way Anti-Air systems work in P4A and BB - you have moves that are clearly labeled with "head" property, and AA that are "head-invul" always beat them clean. That's way easier for a new player to to grasp than "6P can beat this j.S, but not if the j.S is spaced right". Losing anyway when you use the right move is frustrating, even though the emergent gameplay here can be pretty deep. You might want to use a faster poke like 5P to beat a deep jump in, or use a slower AA on prediction, or IB > punish instead of trying to beat it clean, etc. So anyway, it's one less complex thing for a new player to learn, and it punishes you less for backing away, which new players are going to do if they play characters like Faust, Axl, and Venom. -
What's the worst fighting game you've played?
TheRealBobMan replied to Verimeloni's topic in Misc Fighter Central
This. It was his last game from the US library. He has a disc drive and most of the JPN library, but not all of it. But yeah, definite contender for worst game I've ever played, right up there with MW3. -
What's the worst fighting game you've played?
TheRealBobMan replied to Verimeloni's topic in Misc Fighter Central
I'm at a friend's house. Just played Clay Fighter 63 1/3: Sculpter's Cut since my friend just bought it for N64, and had to post about the experience here. It sucked. Then it crashed. And displayed debug text about the crash. $200 well spent. Anyone know anything detailed about this game? Anyone ever play it and try to take it seriously? -
It's risky to avoid conflict at all costs in GG. Sometimes running away is the right move, and sometimes zoning is effective. I think Millia vs Pot in AC was one where Millia would rather run around at neutral and be without meter than get hit once, though if given the chance you'd want to be aggro enough to keep the meter while looking for your opening. Negative Penalty is crippling, but you can still do enough things without meter that if you got Negative Penalty you're not guaranteed to lose. It's a lot harder to deal with than "we're going to make you take more damage if you get hit to punish you for running away". It also makes more sense since losing your meter hurts your defensive options. No FD means you can't prevent chip damage, GB+, or air block. No DA hurts your escape options. No reversal supers. Even still, you could get Negative Penalty, land a gold burst, and still have options. You also still have reversal throw and backdash options, as well as everything IB gives you, and whatever your character's tools are (might have a good DP). Anyway, this game does a lot to reward aggression and does enough to discourage tactical loitering that you might have a hard time with a "run away" strategy, even if it's viable. Characters like Ky, Axl, and Venom do well by playing defensive until they can obtain initiative (usually via knockdown), and then play a very calculated offense that looks passive, though generally everyone wants to score knockdown so they can play offense. It's just that these characters look like the type to run away, but they tend to perform better by staying in the right position to keep control, which might be a little further away than some other characters. They're not in Xrd, but in Accent Core you could run away effectively with Bridget, and Baiken had meterless attack options while in block stun (everyone else has to pay 50%) which she can use to try to escape pressure. If you don't like the lockdown and screen control options that are available now, you might like these characters a bit more if they're added as DLC or offered in later games, or might like to try playing them now in +R while waiting for Xrd. Also, while the mechanics may have changed in Xrd, some characters are allowed to run away more than others before they get Negative Penalty. Potemkin and Zappa were built around needing to use their defensive options a lot, so they can back dash a lot more than a character like Chipp. Negative Penalty also builds up more when you're trying to stay at full screen distance, so you can backdash a reasonable amount of times if you're backed into a corner without getting Negative Penalty whereas back dashing just a few times at full screen will give it to you.
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[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Unless there's some performance parity issues like PS4 having less input lag or PS3 experiencing slowdown or something, PS3 will probably be the standard for the majority of tournaments, with PS4 being pushed if ArcSys or Sony decide to sponsor a tournament in the US, which isn't likely to happen often (if at all). Evo might push PS4, but might not... I honestly have no idea, but it's big enough and has enough sponsorship that they could. Smaller tournaments that run off setups that participants bring aren't going to have PS4 as the standard anytime soon though. On that note, for the game to be able to have cross-console online play, the game should have 100% (or at least 99.99%) parity when it comes to performance, or it would be unfair. ArcSys might do silly things from time to time, but I'm pretty sure they care about the game being as fair as possible, so there would only be parity issues if they came up somewhat late in development and were really risky to fix... or at least I'd like to hope that. Online play will probably have plenty of people on PS3 (like the vast majority of current GG players), but PS4 has something like 7 million+ (I don't even know anymore) consoles out in the wild, and they're all sitting around waiting for a game that's worth playing. I bet there will be plenty of PS4 Xrd players, at least for the first few months until the people who don't want to commit a lot of time to getting good at a complicated fighting game stop playing. I'm really hoping the netcode comes out good, so we'll just have to wait and see. Honestly, it's going to be more of an issue getting quality internet service to make the best of the online play. The US really sucks when it comes to internet service. -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
Minimum height requirement. Probably not going to work. What you should test is if you can double jump out of backdash YRC. You should be able to, but it'd be important to know if backdash YRC doesn't have Jump Install. If you can't jump after it, you wouldn't be able to airdash, though like I mentioned earlier you're probably too low and the minimum airdash height requirement isn't being met anyway. The double airdash shouldn't matter, unless you're doing air backdash YRC airdash, which would work for characters with two airdashes. Also pretty sure that while Chipp gets 3 jumps, he only gets 1 airdash, unless that changed in Xrd? -
[TBA] Rebel Up (GGXRD, DFC, P4AU, UNIEL, BBCP, SG) - Walnut, CA
TheRealBobMan replied to Alpha152's topic in Locals
So now it's $5 venue + $5 entry for all games? Or is the first post in the topic accurate to the change? There's no "edited by" message so I can't tell. Example being, GG+R no longer supported as a main event, but it also doesn't have an entry fee because of that? That would be a shame. I finally have time to play and actually come out to events, and +R gets dropped since Xrd is coming out in 2 months. Do those stations have monitors too, or do we need to bring those? -
[Xrd] News & (Theoretical) Gameplay Discussion
TheRealBobMan replied to Shinjin's topic in Guilty Gear General
EU STILL doesn't have +R? Holy shit I feel bad now. You're going to get Xrd before +R, just like PSN didn't get +R until after Xrd hit arcades. -
Yeah, I had that problem at first too. Can't galting into j.D and still be able to FDC it. You can 'HD > j.D FDC', or 'j.S > dj.D FDC', or even 'j.K > j.S > j.D > dj.D FDC'. In +R you can also carry momentum out of your HD to cross up out of j.S > j.D FDC, then air dash back into them since we can jump > double jump > airdash now. That extra airdash improved our options in a lot of places. On that note, apparently you remove the j.D's landing recovery in Xrd if you make contact with the opponent (ie j.D FDC > j.K, with j.K hit or blocked). Prior to Xrd this wouldn't happen, so your meter efficient options with this technique were more limited. It'll be just as hard to actually do in Xrd, but it'll be easier to make use of. Also wanted to point out that if you don't have your burst (it's possible to j.D FDC with your burst stocked, it's just a lot tighter of an input), you can j.H + j.D > FDC for a nice OS. Game attempts airthrow, and if it fails, you get j.D, which you FDC on the next frame (potentially going into whatever else).