Jump to content

Vyers

Members
  • Content count

    673
  • Joined

  • Last visited

About Vyers

  • Rank
    We're coming for you
  • Birthday 06/14/1987

Other Info

  • Location
    Portsmouth, NH
  • PSN
    Vyers-
  1. Noisetank could probably help you out. He's built a few custom sticks and he lives right in Boston (well Jamaica Plain technically, but he's on the Orange Line).
  2. I'll be there, as will NoiseTank and Alex Smith (blueNINE). I'm trying to get more people from the MFC and New England crew to come.
  3. Vyers

    Zero Frame Whiplash: Throws in Guilty Gear

    So I was mistaken, thank you for taking the time to explain startup in more detail; I understand it much better now. I agree that the convention of overlapping the first startup frame and first active frame is counter-intuitive (I was certainly confused by it), but I understand your point that converting all frame data to separate the last startup frame from the first active frame would be a pain for everyone used to the current convention. The other reason I was confused about startup, is because the frame data for the previous two iterations of Guilty Gear lists throw startup as "-" not "1". Since "-" means "0" or "NA" in its other uses within the frame data, I assumed that a throw startup of "-" meant "0". As a result, I believed that startup and active frames did not overlap, because it doesn't make sense for a move to have 0-frames of startup if a move's last frame of startup is also its first active frame. Perhaps they changed the way throw startup is listed from "-" to "1" from Guilty Gear AC+R's frame data to Guilty Gear Xrd's frame data, in order to more clearly reflect the game and avoid this sort of confusion.
  4. Vyers

    Zero Frame Whiplash: Throws in Guilty Gear

    - Maybe I'm mistaken, but I've always thought a move's startup frames were the number of frames that take place between the game recieving an input (direction, button, combination) and the move becoming active. From this frame of mind, a move that has no start up (thus activating immediately) has 0-frames of startup, and a move that takes 1 frame to activate has 1-frame of startup, animation or not. If you take a look at the frame data for Sol's normal throw in AC/+R it's start up is listed as "-" (which I always interpreted as 0), whereas in Xrd's frame data his throw startup is listed as "1". Perhaps I was wrong to interpret "-" startup as 0-frames, and it actually meant 1-frame; but, that would be misleading of the data, because moves that have "-" listed under parameters such as Static Difference, have a value of either 0 or NA. - Touche. I have trouble feeling the difference between 9 and 6 without returning to neutral. When I go for 96H, I often either don't go far enough ending up with 9H, or go too far ending up with 963H; It seems I wrote off 96H as a viable possibilty, because of the trouble I've had executing it. If doing 96H consistently isn't a problem, than it is the better option since you can get an airthrow lower with 96H than 94H (or at least have more time to complete your input to get an air-throw of the same height).
  5. Vyers

    Zero Frame Whiplash: Throws in Guilty Gear

    Overal a good primer for throws in Xrd, but there are a few things that I'd like to point out: - Not every character's 6P has upper body invul (Elphelt's is an overhead with no invul). - Not every character's 5H is a close range move (again Elphelt's is her longest range normal, and a dangerous option up close) - The frame data lists throws as having 1-frame of startup in Xrd although they still work against meaties on wakeup. I figure either the frame-data's off or the startup is strike invul. - I think it's worth pointing out that, in the case of forward and backward jumps, low air throws are much easier to execute by inputing your throw in the direction opposite from which you jump, because it prevents you from accidentally instant air dashing (9>4H or 7>6H versus 9>6H or 7>4H).
  6. So it turns out that air to air j.S > j.D or j.D can combo into c.S without a roman cancel early in combos (if you're at the right height). In corner: No meter) AirDash or Jump forward > j.S > j.D > Land > c.S > JumpCancel > j.S > JumpCancel > j.S > j.D > 236K 161 Damage (vs Sol) 50% meter) AirDash or Jump forward > j.S > j.D > Land > c.S > JumpCancel > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > JumpCancel > j.S > j.D > 236K 184 Damage (vs Sol)
  7. Elphelt has a dustloop. Might not be an efficient use of meter though. Near Corner only. 50% meter single Rep Anti Air: c.S > JumpCancel> j.D > RedRC > AirDash > j.S >j.D > Land > c.S > JumpCancel > j.S > JumpCancel > j.S > J.D > 236K 159 Damage (vs Sol) If you start this combo against an opponent really low to the ground, you can fit an extra j.S before the first j.D for an extra 10 damage (169) 100% meter two rep anti air: c.S > JumpCancel> j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > J.D > 236K 181 Damage (vs Sol) (Probably not worth the meter unless the extra damage will finish your opponent) 50% meter two rep Air to AIr (j.D Start): j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > Jump Cancel > j.S > j.D > 236K 149 Damage (vs Sol) 100% meter two rep Air to AIr (j.D Start): j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > J.D > 236K 176 Damage (vs Sol) You can also start it up with j.S, but your opponent has to be lower in air compared to j.D (by this I mean lower relative to you not neccessarily lower to the ground) 50% meter two rep Air to AIr (j.S Start): j.S > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > Jump Cancel > j.S > j.D > 236K 159 Damage (vs Sol) 100% meter two rep Air to AIr (j.S Start): J.S > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.D > RedRC > AirDash > j.S > j.D > Land > c.S > JumpCancel > j.S > J.D > 236K 181 Damage (vs Sol) Edit: I tested this dustloop out on other characters; all versions work on everyone (except maybe Sin and Leo White who I don’t have yet). The two-rep j.S starter version is significantly harder to finish on most characters. Easy (normal weight and a large hit box): Slayer Normal: Sol, Ky, I-no, Axl, Ramlethal Light Weight Slightly hard (You have to wait a bit before popping them back up with c.S or else the following j.D or j.S > j.H will whiff): May, Elphelt, Chipp Lightweight extremely hard (Like other lightweights but harder due to being floatier and/or having a smaller hitbox): Millia Weird hitbox slightly hard (Like with the lightweights, you need to wait a bit before popping him back up with c.S, otherwise j.D will whiff): Faust Weird Hitbox extremely hard (Extremely hard to finish all two-rep combos due to a very vertically narrow hitbox): Venom Heavyweight (Single rep versions are much harder to finish; there’s probably a longer variant that will work better on them): Bedman, Potemkin
  8. Woops. Sorry about that.

  9. Hey Katz, I tried to send you a pm, but your box is full. Clear some space man:keke:

  10. That sounds intriguing. I hate coconut, but I love red bean. I'd try it.

  11. I had a red bean and coconut smoothie today at a Vietnamese restaurant in Boston. I fully recommend this.

  12. Does this have to be a family member, or can I babysit my underage friends?
  13. Sounds like this'll be the place to go for casuals Friday Night.
  14. Preregistered so I'm officially coming. See you all next week.
×