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4r5

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Everything posted by 4r5

  1. Piano buttons right before you see/expect the next hit to hit you. Air teching has a bit of strike invul, so you should be able to FD in time when you see yourself tech.
  2. http://www.dustloop.com/wiki/index.php?title=Notation
  3. Unless they are staggered or dizzied.
  4. Air RTL does have more "landing" recovery
  5. RideTheLightning got about 10f more invul, but by and large, most supers are exactly the same. 956 and 754 will come out as IAD. So change to 954 or 756. For the most part, any airthrow where the input could be interpreted as an IAD you can replace your forward/backward jump with a straight up jump and still get the airthrow without worrying about airdashing.
  6. man, check the bloom on that gold
  7. https://www.youtube.com/watch?v=VIFQtHZG1pw#t=1h
  8. I guess I'll retest my escapes when Johnny is back in the game then. And we should stop calling them 1f jumps.
  9. I've also been unable to reproduce same throw double H. throws on same frame appears to be random. And I haven't been able to determine if -1f jumps are still in. I've done some experiments with old -1f jump escapes and mostly get a standing FD. Not sure if I'm screwing up or if it's just not int he game any more.
  10. For Xrd, AcrSys were particularly in-tune with the US fighting game scene. Atleast, more so than usual. It's so you can play Craps.
  11. I'm pretty sure there is no advance input.
  12. Should a throw and a command throw meet on the same frame, the command throw wins. Potemkin's command throw is fully in throw invul during it's startup. You may not be inputing your throw in time (online lag??) or perhaps attempt a throw during a period when your opponent is throw immune. http://forums.shoryuken.com/discussion/comment/10021026/#Comment_10021026 Here's PozerWolfs theory on where the 30fps came from: Netplay feels like netplay. Depends on who you trying to play with, and the infrastructure between you two. Weight and their hitboxes. We don't have character weight data yet.
  13. Plinking is not in Guilty Gear. As far as I am aware, SF4 is the only game with that glitch/mechanic. Nor does Guilty Gear have advance input. Commands involving simultaneous inputs are easy in Guilty Gear because the game will allow them to be a frame or two a part from each other.
  14. no tech throws, but can still OS your throw and to clarify, the new OS is still in, as in throw+attack the old OS is not here, old being: throw+FD
  15. Well I have problems doing 22 moves also, but that's because I don't practice it. If you wanna talk about method, there's really only two. If you have a decent stick, you hit down and let your stick travel back to neutral and hit down again. If you have a bad stick then you may have to guide your stick back to neutral. So I guess if you have a stick worth using, then there's really only one method. Some people let there sticks go all the way back to the center of the deadzone. I stop the lever at the end of the dead zone. Where I screw up is I sometimes miss judge where the edge of my deadzone is and I never actually let go of down.
  16. do you have access to training mode? just turn on the input display
  17. having trouble hitting the corners,or inputting it all fast enough? or both?
  18. that's why they made BB and during BB and AC, they were handling legal shit while R&D'ing Xrd
  19. You can throw anyone that is in a grounded state and not in a throw-invulnerable state. So yes, you can throw Order-Sol out of 2D. You can even throw Sol out of Grand Viper. (Difficult) You have never suffered increased blockstun for blocking while in crouch. However, you do suffer +1f of hitstun if you were crouching.
  20. 4r5

    [Xrd] I-No Gameplay Discussion

    you think it's a hitbox or a distance check?
  21. 4r5

    [Xrd] Sol Badguy Gameplay Discussion

    Looks pretty guaranteed to me. That stance must be CH state the whole time. That means you get whacky shit like HeavyVV>RC,runupandcombo. I guess that explains why you see people flail wildly after blocking those chains.
  22. 4r5

    [Xrd] Axl Gameplay Discussion

    Ah, I suppose if it was a simple as run after blocking low, we'd see it by now. By chacne does 6P tag his mid chain from full screen? Or if not full screen, do you have enough time to block a low then do a dashing 6P. Saving 25% to YRC something random, like Grand Viper, is probably a good idea for this matchup.
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