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Posts posted by stickystaines
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I was kinda wondering about IAD after jump canceling.
I can IAD fluently in neutral but after jump canceling the air dash just doesn't come out most of the time.
Anyone had the same problem and managed to deal with it ?
I just time it so that i jump cancel when the move actually connects. I cant seem to air dash if i jump before then.
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How do i mash grand viper without getting an rc?
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I also find people like to burst if they get caught in a second combo immediately after a first. Not necessarily a reset, could be after a mixup on oki.
I feel like it's one of those things you just come to 'know' after a while when it clicks.
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I always thought the rule about IAD after a normal in GG was that if you jump (9) before you connect, you have to do 66 to actually get an airdash out, but if you jump on the active frames of the moves you can just press one 6 to get an air dash. That's how it's always felt to me anyway, os i always try to jump during hitstop.
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Can someone test that combo when sol is cornered? The one where he does 214K + followup > air dash D > Fafnir where it side switches them back into the corner? Just wanna know the practicality of it.
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http://youtu.be/J3A9eUr7Ky4?t=2m31s
Standing overhead. Looks quite slow though, but you can cancel it into specials. Staggers on hit too.
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The only problem i had with transitioning to a stick is that i would always neutral jump instead of a directional jump, because i would hit the up microswitch before the right one for like 1 frame. I've mostly got rid of the problem, now though in games with air dashes where an up direction will cancel the air dash command i am fucking up on. So instead of doing 956, i'm doing 9856. I know VSAV is like this and i think GG is the same way as well. Same sort of problem as before except where i would hit up a frame earlier than right/left, i am now leaving the right/left microswitch a frame earlier than the up one when going back to neutral.
I know there is probably not much to do to help except to just practice it over and over again; i'm just kinda venting at this point.
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It's weird gauging damage in xrd since guts kicks in really heavily at the end. But still, thats the kinda damage an average character would do, so for 2 hits that's pretty damn good.
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So this is a bit of an odd question about the neutral in this game, I've been running into situations where it feels like its impossible to approach with some character's swing normals around during any kind of air movement (so things like after a back air dash or after a double jump) and this wall sometimes gets created and usually gets well mixed in with not being able to approach from air to ground either. In situations like these I can't get my opponent to get scared an attempts to go air to air with them usually ends badly for me and my chances to go for air throws get stuffed cause I'm taking a normal to the face. -_-
I'm also having trouble throw teching in this game, my throw tech game used to be pretty spot on but I've been running into a lot of TRM from using the A+B+C OS and it kills me that I can't tech as well as I'd like nor can I really open people up with throws cause I'm getting throw teched super easy and not sure how to cause a TRM myself. I've heard before its possible to react to throw techs but my reaction time has kinda diminished these days sadly /:
Honestly you dont really react to the throws themselves, but more to the throw situations. There are certain situations where a player is more likely to throw you. Recognising these situations and attempting a throw break is usually how i break most throws. Some common situations is usually if someone does a low jab, or a vacuum move like Jin 5B, or more generally reacting to someone dashing up to you. After a certain point they will be pushed too far out for a throw to be any real threat, so understanding throw threat levels at certain ranges is also important. However this is where you can blow up throw techs by using TRM tactics or moves that leave you airbourne such as Jin 6B.
I think the barrier/throw tech OS hasn't been as effective as it first was in CT, since they reduced the throw tech window you can get from that OS. You can still do 1B+C and if they continue their string with no gap then you'll just stay blocking low and if they pause and try to throw, you will throw in return. You can beat this by something like Jin 6B after the low jab, or by doing low jab, dash, low jab (cancel) throw as a TRM set up. If you do low jab, dash, low jab (wait) throw in order to get the green throw instead of purple, then you will miss the TRM window.
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So does anyone know the reason why when you chain shift with six stocks, you do more damage than when you chain shift with less? It's nothing to do with vorpal since the base damage is higher as well.
Tried off Gordeau with 214A CS 41236D, and 214A CS 5C 236Ax2 2C j.[C] 3C 236Ax3
and Waldstein off 360A CS combo and 214B CS combo.
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I'm still not sure on the properties of shielding multiple air hits, such as Vatista's j.C or Byakuya's j.2[C]. If you shield the first hit, do they still get the landing recovery? If you shield only the first, can they cancel on into another move after another hit doesn't get shielded? Do you have to shield only the last hit to get a true punish?
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Saves the match to your replay library. First dialogue is asking if you want to upload it (optional, you can select キャンセル if you don't want others to see it). Second dialogue is to save it to your library.
Thats the start button i think. Select shows all people who are in the lobby, like Blazblue does.
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I assume it means moves on CH that knockdown originally allowing you to follow up. Like this one.
AFAIK, CH doesn't given any extra properties in the middle of a combo except less scaling, and im not even sure on that.
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http://youtu.be/jsZ6Tt78ANs?t=2m25s
Here Sion does a block string that goes 2B > 2C > 5B > 5A > 5B > 2B > 5C > 2C. Is all of it past the 5A an auto combo? And does moves in the auto combo have different frame advantage properties than their regular counterparts?
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What i want to know about shield is when you shield, is it not possible to switch your block for some duration of time?
I know that there is no 'recovery' on shield in the sense that you can't block, but not sure whether there is recovery from switching your block.
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http://www.jp.playstation.com/software/title/jp0036npjb00598_00unips30000001000.html
Here's the page on the store that lists the pricing; 5800 tax included.
I'm waiting to see if the HK psn blog will update saying it's releasing the game this week. Should end up being cheaper.
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Because UNIBEL just sounds silly.
And in Japan they commonly use UNI as the acronym for the game as i assume they see In-Birth as one word, so thats where UNIEL comes from
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Doesn't Eltnum have a double jump as well? I'm pretty sure one of her combo routes is 3C > j.[C] > jc > j.[C]
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So, I went to EVO & recorded some matches of Byakuya and Nanase!
Byakuya:
1. http://www.youtube.com/watch?v=y_HrL1oAgwk
2. http://www.youtube.com/watch?v=1SgwskS_wKU
3. http://www.youtube.com/watch?v=7YkY1486Iy8
1. http://www.youtube.com/watch?v=ncRZMXWeoVk
2. http://www.youtube.com/watch?v=9fiMztwbphY
3. http://www.youtube.com/watch?v=3ZzcmwrS65k
Nanase:
1. http://youtu.be/DskS-Tu4h54
2. http://youtu.be/gUFC-Cowzn8
3. http://youtu.be/PSmXseWz474
1. http://youtu.be/ZlKjqX81TJc
Your nanase links are broken. Seems to have a unicode line separator added to them when i click on it.
EDIT: Only the first, second and fifth link have that problem.
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Not to backseat mod, but this is turning into the general discussion rather than a Q&A.
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Is that Destrade's updated list or something? Why is Hilda bottom? I could see her being bottom of mid tier, but not dead last.
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So can Vatista ALWAYS tech grabs since she can never be counter hit?
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I forgot; will the game be rebalanced for the console version or not. I'm sure it isn't but wanted to make sure.
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I've never got asked for general advice, usually just specific situations where the person has trouble. Like someone not knowing you have to air barrier block after Jin j.D to block the 5B air unblockable reset.
[Xrd] News & Gameplay Discussion 2 - Console is Out!
in Guilty Room
Posted · Report reply
I don't think its inaccurate at all. Just after the patch its gotten way more inconsistent and more delay. Feels that way to me. Someone who ive played with since vanilla sf4 now feels much worse