4r5 Report post Posted December 11, 2008 I read a guide on GameFAQs that stated that the default configuration for a regular keyboard would be the numpad: 789 456 123 You mis-interpreted. That's not the standard keyboard layout, it is the notation we use to represent the nine cardinal directions. There is no standard keyboard layout. Just use what ever you want. Most people use a cross layout (like WASD) or a row layout (like zxcv). Some examples with a WASD configuration the direction 6 (or toward) would be the key: D, if you are on the left side of the screen. the direction 7 (or Up and Back, diagonally) would be the keys: W+A, again, if you are on the left side. the same direction, 7, on the right side would be the keys: W+D Share this post Link to post Share on other sites
kuudou Report post Posted December 12, 2008 Oh I see, never really played a fighter with a keyboard before. So you're saying that a QCF on a WASD configuration would be like (S, S+D, D)? Share this post Link to post Share on other sites
WinButton Report post Posted January 22, 2009 I couldn't find an explanation of 'meaties' and 'tiger knee' in the player guides so I just thought I would ask here. Share this post Link to post Share on other sites
4r5 Report post Posted January 23, 2009 http://shoryuken.com/wiki/index.php/Glossary#M http://shoryuken.com/wiki/index.php/Glossary#T Share this post Link to post Share on other sites
Coma Report post Posted January 23, 2009 http://www.dustloop.com/ggac/data/def.html You'll find meaties there. To tiger knee something is to do an air attack, usually a special, as close to the ground as possible without touching the ground. You can do this multiple ways but the most common way in my opinion is doing the directional inputs on the ground for the special attack then pressing 7, 8, or 9 and then the button. For example, to tiger knee Millia's bad moon (236p in the air) you do 2369p. Share this post Link to post Share on other sites
WinButton Report post Posted January 23, 2009 Thanks for the links. I was confused when I first heard Tiger Knee because I kept thinking what did GG have to do with a Sagat move. Now I need to go practice that. Share this post Link to post Share on other sites
zer0kage Report post Posted February 2, 2009 I don't have a ps2 to check this out but are there different types of active hitboxes for weapons or character limbs? I'm aware Potemkin buster sucks in extended hitboxes especially out of extended 'limbs' like Millia's 5K on wakeup. However, if Ky does something like let's say 5S can that long sword hitbox be sucked into the Potemkin buster? This came into my mind after playing Blazblue where Tager can wakeup Tager Driver Hakumen's meaty 5B at it's tip but not meaty 5C or 6C. Just curious whether this principle was applied before in GG. Share this post Link to post Share on other sites
whytesakura Report post Posted February 5, 2009 if wasn't meaty if he could throw it Share this post Link to post Share on other sites
Hi-C Report post Posted February 6, 2009 Hit boxes vary for characters weapons and limbs. Ky's 5H I believe or was it 5S (a forward basic stab) can be blasted with HOS VV from almost halfway across the screen. HOS 6H can be CH'ed by Dizzy's 2H from a decent distance. The hitboxes vary for the characters and attacks to counter each vary as well. Share this post Link to post Share on other sites
excelence Report post Posted February 6, 2009 then, that mean yes? i've never try that. Testing it would also become an ass of work, if the body hit box of Ky f.s came at the same time as it attack hit box Pot need to telegraph that one since PB doesn't active on the 1st frame of input and doesn't have body invul, the 2nd easier way testing this (which wouldn't ever happen on real match) is Ky whiffed f.s and Pot react to it within the range of PB (Ky f.s is 9 frame and PB is 2 or 3 frame startup iirc) and suck him up Share this post Link to post Share on other sites
Hi-C Report post Posted February 6, 2009 Well, theoretically I suppose the Pot Buster would connect if 5S whiffed, but what would make th attack whiff, except maybe a simple stepback (44). And wouldn't Potemkin need to be decently close? Not too mention a block or stepback would cause a distance push. Ky also has the chance to backstep after 5S. Its too easy to mess up unless you have godly reaction timing and I suppose mathematical analyzing in the split moment of a second. XD Well, I suppose if you instant blocked, PB'ing the limb is possible. Share this post Link to post Share on other sites
Light_Nazgul Report post Posted February 12, 2009 What are some good methods for practicing one frame jump and confirming that you got it right? Share this post Link to post Share on other sites
Adelheid Report post Posted February 12, 2009 Just press and hold 7, and immediately after pressing 7 tap PK or PS or PH or KS or KH. You'll know you did it right (or at least hit it in the time before you normally jump) if the dust cloud that normally appears when you jump does not appear. Share this post Link to post Share on other sites
Mitsurugi Report post Posted February 12, 2009 Indeed, like Stark said, except the beginning part that should be : "Jump with 8 then immediately roll it to and hold 7 (or 4 if you prefer) and blahblah". For instance : 8~[7+P+K] Share this post Link to post Share on other sites
Light_Nazgul Report post Posted February 12, 2009 Thanks guys. I had heard that before but it had slipped my mind. I was over complicating things thinking about one frame jump out of pressure strings with instant block and on wake up. I forgot about the dust cloud thing. Thanks. Share this post Link to post Share on other sites
Digital Watches Report post Posted February 12, 2009 Indeed, like Stark said, except the beginning part that should be : "Jump with 8 then immediately roll it to and hold 7 (or 4 if you prefer) and blahblah". For instance : 8~[7+P+K] Nah, there's no reason not to just jump with 7, since the jump is invariably a straight-up jump (If you did it right). Share this post Link to post Share on other sites
rtl42 Report post Posted February 12, 2009 is it really just 7? i thought 1F-jumping was FDCing the jump start-up, which implied you have to press 4[P+K]~7]P+K[. Share this post Link to post Share on other sites
4r5 Report post Posted February 12, 2009 4[P+K]~7]P+K[. If you did it that way, you wouldn't jump. 7~[P+K] you jump then quickly cancel the startup, and you end up with a straight up jump and no jump cloud, if you did it right Share this post Link to post Share on other sites
whytesakura Report post Posted February 13, 2009 7 ~[P+K] all you need <3 Share this post Link to post Share on other sites
Digital Watches Report post Posted February 13, 2009 RTL: Yes, you are FDCing the jump, but you're doing an air FD. Share this post Link to post Share on other sites
rtl42 Report post Posted February 13, 2009 oh right, i see. thx all Share this post Link to post Share on other sites
Mitsurugi Report post Posted February 13, 2009 Oopsie, I stand corrected then, thanks all ! Sorry Nazgul and Stark for the misinformation. That makes the input easier this way. Share this post Link to post Share on other sites
WinButton Report post Posted February 17, 2009 Question, am I the only person who has trouble with super jump on pad? I am best with Bacon and she does better with S.J for air combos but I suck at them. If I am the only one feel free to flame me so I can get motivated. Share this post Link to post Share on other sites
4r5 Report post Posted February 17, 2009 You suck. Go work on your timing, scrub. Share this post Link to post Share on other sites