Starfire
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About Starfire
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Rank
2P Adept
- Birthday 09/04/1984
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Location
Helsinki, Finland
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AstraFIN
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Starfire started following [XrdS] Sol Badguy Ver1.1 Changes Discussion, Johnny General Discussion, [Xrd] News Thread and and 7 others
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I don't think the above explanation is correct. Instead, I believe this is what happens: The recovery of Gun Flame is 50 frames, which means (as explained in the above post) that Sol recovers 50 frames after the move starts. If the move hits on the first possible active (20), it will be a Lv2 attack. When a projectile hits, the projectile and the opponent (but not Sol!) will first go into hitstop for Lv2, which is 13 frames. Then, the opponent enters blockstun for Lv2, which is also 13 frames. The opponent will spend a total of 26 frames in hitstop and hitstun, starting from frame 20, so the opponent recovers on frame 46. Sol recovers on frame 50, so the frame advantage is 46 - 50 = -4. For regular attacks, both characters usually have the same hitstop, so the frame advantage can be calculated from stun alone. For projectiles, the hitstop needs to be calculated separately since only the defender goes into hitstop.
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Gun Flame hits only once. The number in parentheses denotes that there is one inactive frame between each group of 9 active frames. Once any active frame actually hits, the projectile cannot hit again. I believe the -4 is for the case where GF hits on the first possible active frame (i.e. 20f). If it hits late, it is usually significantly plus on block.
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Karinchu also likes his stun, and the 6P 6H VV ender is the optimal stun ender. There are some combos (e.g. CH fafnir combos) which guarantee enough stun so that if the okizeme following the combo hits, the opponent is guaranteed to dizzy. I think on high stun res chars it's only guaranteed if the combos are finished with 6P 6H VV. Another thing is that HSVV, OTG 2K, GF YRC oki requires an OTG hit, which the opponent could tech from. 6P 6H ender does not give that option. There is also the kudakero option select tech trap ender which Mocchii is using a lot.
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
Bite loops were cool, it's a shame they're gone! Kubo agrees. -
The most reliable ones would probably be mixing it up with WT, anti-airing the stuff it works on and just counter-poking in general. CH confirming it is a bit tricky though.
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
I think it adds a lot of coolness to the game that you can do really unique combos off landing a high risk attack. The new one just looks like same old bnb combos from a different starter. Though I guess it would still be pretty cool if you get the current wallstick version if you don't do homing dash, like doing 5D44, 6H with Sol. -
[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
So far the new homing dash dust looks very boring compared to the current one. Doesn't look like you can do cool stuff like DI dust combos anymore. -
[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
Does that throw OS work backwards? Like 4H~K+S? Could be OK when cornered. -
[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
If you're going to IB her mixup and then blitz, why not just blitz the mixup in the first place? I think Millia is more hurt by easier reversals (if it's true you can mash the reversal Blitz, and especially if you can mash it through YRC) than the projectile Blitz change, because she will either hit meaty herself or be out of range for the projectile Blitz repel to happen. -
[Xrd] News & Gameplay Discussion 2 - Console is Out!
Starfire replied to Anne's topic in Guilty Room
Mashable reversal Blitz sounds a bit bad in my opinion. -
If I remember correctly, you can also 2P, 2D or just 2D a blue burst's ground recovery into triple UB. The timing is rather tight though.
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1-hit SG is possible after -K- with either TK SG FRC or carefully timed and spaced j.S, j.H, -S-, SG. I'm not sure if you can do it from the long range the -P- combo leaves you at. In any case, the combo into the drill eats up most of the guard gauge so any combo extension isn't going to do that much damage. I'd say go straight for the puddle after the drill. In general, the puddle unblockable is the best. It deals the best stun, generates a lot of tension, ends in a knockdown and leaves you with the option of going for the 22H FRC iad j.S unblockable afterwards.
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As far as I can tell, the 1-hit SG combo is the best, so you should try to go for it whenever possible. If you notice you screw up the relift part with 6P, you can usually react and do the j.KHD, -S- combo instead. I'm not sure about this one, but I don't think the iad combos are noticeably better. The japanese Eddies use -K- combos usually. The -P- combo to the drill should be somewhat burst safe. Also, on block, if your opponent likes to DP/backdash/whatever between -K- hits, the -P- strings can be harder to escape from. I think the 6P, 5H combo instead of the standard 6P loop trades some stun for better damage. It might be good if you manage to catch your opponent crouching in an unprorated combo, like punishing crouching recoveries with -K- or interrupting a crouching move or something like that. I use these combos: (corner) deep dash, S©, 2S, 2H, 22D, dash sj.K(S)HD - Easy to do, 25% gauge, does not work on all characters. (corner) dash 5H (1 or 2 hits), 22S, 2K, 2H, 22D, dash sj.KHD - I think this one works on everyone. S©, 2H, 632146H - Easy damage, especially midscreen. Less hits than the 22D combos, so I think it charges the opponent's burst meter less. 632146H - If the opponent has burst, he can't burst from the super. (corner) 22D, 22D, dash j.SHD, land, sj.KHD - Easy to do, somewhat burst safe during the 22D part and very good damage for 50%.
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Might be "Jun" or "Atsushi" or something else, can't say for sure.
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[SWEDEN] GG.se! RanBats, Community & Vids! The "Too Famous"-community!
Starfire replied to Shinjin's topic in Archive
A small mistake here. I played in Team Bullshit Warehouse, and Mio played in "Whatever, pretty random, shrug". So the correct top 4 is: 1. La Cruelle, Coungster / Joe Higashi / Oro (FRA) 2. Im Caer, Bitch, Who the fuck are you?, Caer / Xzi / Shinjin (SWE) 3. Whatever, pretty random, shrug, Lazze / Lari / Mio (FIN) 4. Bullshit warehouse, Starfire / Tsiisus / cube-m (FIN)