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Kikuichimonji

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Everything posted by Kikuichimonji

  1. AA = anti-air (usually) http://www.dustloop.com/forums/index.php?/topic/1650-terminology-used-on-dustloop-defined/ http://www.dustloop.com/wiki/index.php?title=Notation
  2. There's some sort of misunderstanding in your thought process, but I'm not sure what it is so I'm just going to answer your questions. You can tech as soon as you leave hitstun. The tech itself has recovery where you are invincible to everything but air throws. Normals typically follow a very standard pattern for the amount of hitstun they inflict. A higher "level" attack has more hitstun, so for example, you have longer to combo after Sol's 5HS than his 5K when it hits someone out of the air. Specials can have weird amounts of hitstun. Things like Sol's Volcanic Viper have very, very large amounts of hitstun; his S Volcanic Viper has so much hitstun that a grounded opponent cannot air tech at all. Many moves have absurdly long hitstun on Counter-hit, like Potemkin's 2HS. This is to allow for Potemkin to anti-air with it then follow up with a full combo. There are also special states that can effectively add hitstun to moves, like wallstick, ground slide, and ground bounce. These vary by move.
  3. 6K is airborne so it will beat grounded throws attempts. Unless they're using a really good OS, like Sol 6K/HS. Even then, an actually meaty 6K will win. You can also just use teleport to safe jump so they can't wake up throw. 6K is throw invincible on frame 1, but it is too slow to use right when someone's throwing because they'll get their 5HS and that will be faster than your 6K so you'll get counterhit. Also, here's his frame data. Gatling table is on the bottom of this page. http://www.dustloop.com/wiki/index.php?title=Chipp_Frame_Data_(GGXRD)
  4. What's there to say? It's good, use it whenever you can.
  5. Kusoru spams Riot Stamp just to be a disrespectful ass, and that move is awful. Endou plays the same style. I'm not saying that means P teleport isn't good, but the fact that Endou spams it doesn't mean much.
  6. I have no idea what challenge 37, but if it's 5HS IAD j.P, there's no trick to it. Do the IAD as soon as possible with the 96 shortcut. You actually have to delay your j.P, otherwise it just whiffs. This combo actually feels more lenient than other versions of GG were. Yes. You can also do AA 6HS 22P cl.S 5HS j.D. The 22P is just a timing mechanism to make sure you don't hit 5S too quickly.
  7. TK j.236P knocks down and has very fast recovery. You have to do it perfectly off the ground in order to combo.
  8. AoA never has armor on frame 1, so you shouldn't get hit by wakeup AoA unless your meaty timing is off. Lots of DPs in the game can be spaced to whiff with a meaty 5A. Others whiff if you do an instant air j.2C, which is also a crossup overhead.
  9. Find people to grind with offline. You'll improve a lot that way. And don't say "I don't have a scene," there's at least a couple people in your area.
  10. You cannot get better just by wanting to get better. It requires concentrated, directed effort. It has nothing to do with luck. In my opinion, skill also has nothing to do with it. It's all based on how hard you work. You're not cursed.
  11. Go to 2:17 in this video. The first part of the video doesn't apply to Xrd. http://youtu.be/73lLNTkEALQ
  12. It's called faultless defense canceling (FDC). You hold down back and piano K~S (the second button can be P or HS). What happens is that you get Chipp's j.2K for one frame, which causes the air brake. Then you cancel into FD.
  13. Moves that let you recover and move in the air sometimes have a canned amount of landing recovery, like Chipp's air Alpha and j.d. You can cancel the recovery on these moves by doing an air attack at a timing where it's active right when you land. That doesn't work off 2HS because it's not jump cancellable. That's why people do 5P/cl.S into 2HS. You jump install on the first normal.
  14. Just writing down some combos after watching an a-cho video: cl.S 6P cl.S 2D (used midscreen for FDC j.S/j.HS mixups) 623S RC 6HS 22P(?) 5HS j.D 6P cl.S j.D corner only: cl.S 6P cl.S 2D 236S 623HS j.d 236P 64 Vs May: Anti-air 6P 5HS IAD j.P j.K(1) dj.D 236P 64P
  15. I hope you didn't buy it yet, because you can get Elphelt for free still via the Hong Kong version.
  16. You do no damage midscreen off specific starters without 5P/5s JI 2hs teleport combos. There are also very useful for pressure options with JI teleport. That said, j.2K FDC is probably way more important.
  17. Minazuki's/Sho's 5A is 9 frames. His 2A is 7.
  18. As Minazuki, I'm practically terrified of Akihiko even if I'm +3.
  19. The 5A nerf is probably the thing mentioned on Twitter where the window to do 4A chains is reduced. Why does that AA combo need a CH? Does 2B(1) no longer combo to 5C on normal hit? Also, you can't end that combo with 2B(2) 2AB rekka stuff? I really hope they keep 2B(1) jump cancellable on block, otherwise he has no safe blockstring enders.
  20. 5C has 5 active frames and 19 recovery frames, and is -5. Assuming the move hits on the first active frame, it has a net of (4+19=23) recovery. Dash cancel reduces it to 21, which means it's 2 frames safer. So it's -3, not -2.
  21. Does j.c j.dp 236236A ->another 236236A only work in fatal counter routes?
  22. Okay so I see a lot of people complaining about how Sho doesn't get any damage off anti-airs. That's just not true. You can almost always combo off 2B if you can recognize the height it's hitting at. If it hits moderately high, you can do 2B(2) 5B(1) 5C 236B B~C teleport 214A A (2503 damage). If they hit lower and you do 2B(2), you can do 2B(2) 214A~C 236B BB (2124 damage). If either of these combos seem weird to you, you can just finish the original rekka chain instead of doing the teleport cancel extension for a bit less damage. If you hit at the very high tip of 2B(1) where it doesn't connect the second hit, you can super jump and do j.A j.C 214A (1152 damage).
  23. Do the 4AB as late as possible, which is probably later than feels natural. Then you can barely connect the 2A. Doesn't work on Yukiko, Shos, and I think Kanji.
  24. So you can do the 214B as a TK, or you can't? How high off the ground do you have to be? Do you use a TK motion or do you just jump and do it? Like I said before, I keep getting super jumps when I do an actual tk motion.
  25. You can't TK the j.236 A/B, right? There's a height restriction? The only way I can get it to work is with a super jump and it's super obvious.
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