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Skankin Garbage

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Everything posted by Skankin Garbage

  1. Skankin Garbage

    [VS] General Discussion

    Hey, is there a Stream for that? Not sure if I'll be around on Saturday but I'm interested to see what you've been up to lately.
  2. Skankin Garbage

    [VS] General Discussion

    I thought the name sounded familiar. I guess I've seen him on GGPO before.Good shit!
  3. Skankin Garbage

    [VS] General Discussion

    Says he mains BB Hood. Not sure what his experience is like. Nickname, apparently, is ghettoambient. I might be hanging out with Casey this weekend (in the meantime waiting for the Prius, I *finally* got my Jeep fixed and it doesn't overheat anymore), so maybe we'll make plans to head out there soon. I know he's asked me once or twice if we were gonna show up and we haven't yet. Also, fuckin' L.A guys.
  4. Skankin Garbage

    [VS] General Discussion

    Ain't that the fuckin' truth! On that note - and I don't wanna get too hyped about this yet - my brother might sell me his Prius in the near future, so if that happens, I could make the cost of travel a lot less terrible for all of us. Here's hoping.
  5. Skankin Garbage

    [VS] General Discussion

    Well, we got a new guy who's interested in learning the game, but I've been trying to save money so I haven't gone out for months. I haven't been in touch with Casey for the same reason - too much money to drive out that far every week. But, that's gonna change pretty soon, hopefully. You almost back in the states, friend?
  6. Skankin Garbage

    [VS] General Discussion

    I have no answer to your question, but I am glad to hear you're still putting in work on the Seattle scene, Kyle!
  7. Skankin Garbage

    [VS] General Discussion

    That's something we should really look into...it would be a good indicator of what moves to look for, which ones are the best to AG and which moves to stick to if you're trying to stay on top of an opponent.
  8. Skankin Garbage

    [VS] General Discussion

    Ahh, okay, yeah I know what you're talking about. By the way, would blockstop be the same as hitstop? I realized after reading your explanation, that it was the duration of blockstop that you have to perform an AG, not hitstop. But, I guess it doesn't matter if it's the same thing, i.e hitstop creates blockstop. ...Actually, there's a definition in the VSav Wiki: "blockstop: The duration in which you are unable to switch your guard while blocking an attack. This is also usually the window of time that you are able to input a tech hit or guard cancel, and is a time prior to entering blockstun where your character is frozen in place and not being knocked back." Is that right? It sounds legit, lol.
  9. Skankin Garbage

    [VS] General Discussion

    Can you explain "hitstop" to me? I've heard Xenozip talk about it as well, that apparently you have the duration of a move's hitstop to perform an AG. However, I've never had it defined and I've never found any hitstop data, lol. This is a subject that I'd definitely like to know more about.
  10. Skankin Garbage

    [VS] Video Thread

    I'll let people know to subscribe!
  11. Skankin Garbage

    [VS] General Discussion

    You should move that to "zero reversal Shadow Blades" since you can't actually Piano Reversal attacks in Vampire Savior. Getting a Reversal consistently is way more difficult compared to other fighters because of this. Make sure other Morrigan players see this too. I don't know why they try anything else mid-screen - I especially see a lot of C.Lk -> S.Hp xx DI.
  12. Skankin Garbage

    [VS] Video Thread

    Thanks Egolei!
  13. Skankin Garbage

    [VS] General Discussion

    I play almost exclusively on GGPO. Find me there some time!
  14. Skankin Garbage

    [VS] Simple Q&A thread

    Both command throws have a ton of invulnerability (28 and 37 frames respectively) and have the same startup, but the ES Command throw also has ten active grabbing frames compared to the normal version's one active frame.
  15. Skankin Garbage

    [VS] Simple Q&A thread

    1. Good Q-Bee players: - Don't jump right away when they get up - Don't jump right away as soon as they are done being hit with an attack/done blocking an attack - Understand that Q-Bee's CMD throw is the best in the game by a longshot, especially her ES Command Throw - Learn how to hover while blocking, as this can be very difficult to handle (it essentially allows you to move forward while blocking any attack) These are the main things I would say. A Q-Bee player who isn't jump-happy, uses her Command Throw defensively, and knows how to safely advance on an opponent is pretty hard to beat. The things listed address all the general pitfalls I've seen from Q-Bee players over the years (very obvious when they jump, very easy to throw on wakeup, and have a large tendency to close the gap with full-screen dashes).
  16. Skankin Garbage

    [VS] Simple Q&A thread

    UF + F should work, but you can also do any forward... so instead of UF + F, you can do UF + UF, or UF + DF.
  17. Skankin Garbage

    [VS] Simple Q&A thread

    Because you are unable to move or block when your Dark Force wears off. If your opponent is ready to strike you when that happens they will get a free combo. Manual decativation allows you to be unpredictable about it, and it allows you to deactivate when you think you're safe.
  18. Using google translate, I think I can get a little bit of it. Bear in mind, I am trying to extrapolate meaning out of google-translated Japanese, so things I write may not be completely accurate! - The first part just explains what frames of ES GCs we'll drop our block on. So, you look at the character, and the frames listed, if I understand correctly, are frames where we'll drop our proximity guard. It also means that those ES GCs aren't truly unblockable; just that certain frames can't be blocked. It's possible that if you are already blocking by that frame, it won't matter, but I don't know for sure. - Second, says that BB Hood's Cheer and Fire (Molotov Cocktail anti-air) has unblockable frames in the middle of the duration, also. Which frame depends on the strength of punch that you use. There is some additional info under it, and I'm pretty sure what it's saying is that you can block it just fine if you are hit by the first active frame of the attack, since the unblockable frames all happen a little after the first active frame. - The third table is a list of which situations Anakaris's Pharaoh EX attacks are unblockable on each character. In each column is a series of three "x" or "o", one for if the character is in mid-air, "tilt" (which I am guessing is crouching?), and standing. If there's an "o" in the column, that means that it's unblockable for that character. An "x" ...well, it either means two things: 1. A block is possible, but that the character won't block it properly from certain ranges (kind of like with Bishamon's ES Spirit). or, 2. The move will always whiff against a character in this situation. To give an example, it says that Morrigan is "x x o", meaning that she can't block it in any circumstance from a standing position, but can potentially block it in midair or while crouching (OR, it means that the attack will never hit her in those situations. I'm really not sure - someone get in the lab!) There is one last translated sentence that I can't make heads or tails of: "If the overlap was completely restored Okiagari etc., from the state can be invincible guard." I'm...guessing, that means that you can always block it if it's meaty? - The fourth table is a similar table for Anakaris's jump kicks. However, in this case, "o" means unblockable, "x" means ALWAYS blockable, and "-" means that proximity blocking won't trigger at certain ranges (or that it always whiffs in this situation). It also appears to say that the range varies wildly from character to character. It likewise appears to say that you can always block it if it's a meaty. - The fifth table explains Rapter's J.Lk unblockable. It details which frame(s) are unblockable when doing it from a normal jump compared to an air dash. There's also a little blurb at the end about Talbain that I don't understand: "(They shake sky for tries against the state Standing only (Talbain) tall lower walk behind the guard can be solved. Therefore, when applied to the (Talbain). That I should not and does not overlap etc. Okiagari)" - Sixth table refers to Talbain's unblockable ES Beast Cannon. That unblockable has been pretty well-documented in English, so I won't bother going into detail. - Seventh, eighth, and ninth tables refer to Bishamon's ES Spirit unblockable, his Air ES Spirit Unblockable, and his EX Enma Seki unblockable. There's a table of who can and can't block the attacks, and under which circumstances. It's worth noting that some characters can always block these attacks. Some people aren't aware of this - even some very good players in the community. The final part deals with bugs. The first bug is something about Anakaris's EX Pharaoh attacks causing invincibility...not sure whether it makes him or the opponent invincible, lol. The second bug is the one we've been trying to figure out right now, with Anakaris being able to make his own ground attacks air-blockable. It looks like it says something about a medium attack in the second sentence (maybe MK Drill?), and something at the end about Cobra Blow and Hard Kick. The final bug refers to Rapter's full guard in the air. EDIT: Another thing worth noting is that this doesn't appear to be a complete list of bugs. There's no mention of Felicia's full-guard, Talbain's Dark Force unblockable gimmick, or Jedah's ability to fly clear off the screen.
  19. VSAV2 changes from VSAV. FYI Characters and moves have different hitboxes. Any sort of air chains have been removed, including dash links. Moves that cross up have had their hitboxes altered so that they don't cross up. Some characters have new moves (either GC-only moves that became specials, or moves that weren't in VSav like Morrigan's drill). Some moves have had their properties altered for utility or for the purpose of removing unblockables. For example, Lilith's S.Hk is now an overhead. Or, BB Hood's J.Hk has a much shorter window from the startup to the landmine exploding, which effectively removes her unblockable setup. Dark Forces now turn all damage into red damage, and IIRC the same thing is true for you (i.e any attacks you take in Dark Force will be all red damage). Dark Force can be activated while moving - there's no startup or cooldown freeze anymore (similar to characters in VSav who had flying DFs). Old Dark Forces are now command EX moves. And, that's all I remember from my personal observations.
  20. I don't know how necessary it was for me to do this...but, if anyone's interested, I cleaned up the English a bit. If anyone is having trouble reading this for any reason, I can post a slightly re-written version.
  21. ...Oh. And, for the sake of completion, you missed Talbain's more common unblockable. ES BC can be made unblockable in certain situations because blocking certain parts of it appears to cause his opponents to drop their proximity blocking entirely. This is why sometimes, opponents will get "crossed up" by 6 9 2, and that's also why sometimes in the corner, opponents will magically fail to block 6 9 2 6 (or really, just 2 6/9). More experienced players tend to throw in jabs/DPs at these key points, or they know the holes in the block string where they can safely jump backwards and chicken guard.
  22. It takes one frame to switch from a crouching to a standing block. So, if you attack with a high and a low within a certain time frame of each other, the second attack will be unblockable. B.B Hood's unblockable is the most popular example of this effect. B.B Hood's J.Hk is a mid (can be blocked high or low) and is also a projectile. This is important, because the projectile doesn't disappear when she lands; this allows her to land and do a new attack while the J.Hk projectile is still out. If the opponent blocks it standing, which they usually will, she can land and attack with a low that will hit at the same time they are blocking her J.Hk projectile, which has them pinned in a standing position. Thus, B.B Hood gets an unblockable low (and technically, an unblockable high attack against tall characters, AND a high/low mixup off a jump, since the unblockable gives her opponents incentives to crouch-block a jumping attack, which is really, really weird). Hsien-Ko can accomplish the same thing with her projectile if the opponent blocks high (she can attempt to trick opponents into standing with a dash feint). Lilith and Morrigan can do the same thing with their ES Fireballs, too, although it's rather impractical.
  23. Skankin Garbage

    [VS] Video Thread

    The BB Hood player in this video's name is "supermotimoti". Just so you guys know, he's on GGPO pretty often, and he's pretty damn good.
  24. Climb Razor is probably decent in those situations because the hitbox in the front is very, very good. Since both fighters would be roughly one character length away horizontally, it'll take a high-priority normal to knock it out...or, at least, an intelligently-timed normal whose active box extends under their vulnerable box. I think most if not all characters in the game have at least one air normal like this. The reason Big Towers wins in this situation is obvious; Sas is going to be too low to the ground to get hit, and you can't hit - let alone trade against - the icicles. Hence, it's more like an evade-and-counter that is extremely unlikely to fail. As for ES Giga Burn...I have no idea why you're seeing that win all the time. The startup is slow (9 frames; ES is 12 frames), and the active box is pretty small. The ES version is a lot bigger; but the box's increased size extends backward and downwards, which shouldn't be an improvement for an anti-air move. However, the active box does extend forward past the vulnerable box by a decent amount, so that might be part of the reason for its success in this scenario.
  25. All versions of Victor's Giga Burn (knee) have no invulnerable frames unless done as a Guard Cancel, in which case it has 11. His invulnerable (non-GC) attacks are: Dark Force, Mega Forehead, Mega Stake (the jumping, huge fist attack), and Thunder Break (Electric Earthquake super). All versions of Talbain's Climb Razor (flash kick) have no invulnerable frames. Talbain's invulnerable (non-GC) attacks are: Dark Force, and Wild Circular (command throw). No version of Sasquatch's Big Towers have invulnerable frames. The only invulnerable move Sasquatch has besides GC are his Dark Forces.
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