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Thread: ACCENT CORE General Discussion

  1. #371
    What happens when Potemkin gets a CH j.S off the top of the screen and air tech is missed: http://www.youtube.com/watch?v=q9aQVmKEGfE&t=1m04s

  2. #372
    Quote Originally Posted by PhaethonH View Post
    What happens when Potemkin gets a CH j.S off the top of the screen and air tech is missed: http://www.youtube.com/watch?v=q9aQVmKEGfE&t=1m04s
    Lol! I just saw it just now! Funny shit! Can't wait for this to come out on PS3.
    I-It's kinda cute... M-Mind if I pet you?

  3. #373
    Based-UK-Gomikuzu YukiBlue's Avatar
    Location
    Middlesbrough
    XBox Live
    My Awesome Afro
    PSN
    PS4 when
    HEAAVENNLYYYYY

    Quote Originally Posted by TSB dora (@dora_bang) View Post
    I start UMVC3, there are very hard combo. I hear footdive everyday

  4. #374
    Old Blood ATG Warlord's Avatar
    Location
    Land of Sand
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    ATG Warlord
    how to do 6K > hammerfall

    i've seen fab do it


    Quote Originally Posted by Nini Heart View Post
    Fuck. I thought sand niggas and niggas were cool.

  5. #375
    Quote Originally Posted by ATG Warlord View Post
    how to do 6K > hammerfall

    i've seen fab do it
    It is similar to the way slayer does his 5K into Mappa. Except Slayer does it because he can not special cancel his 5K. So he jump cancels his 5K, then special cancels the jump start up into Mappa.

    So for Potemkin, you do 6K, 4 (hold) 9HS. Don't rush it.

    For Potemkin he can special cancel his 6K but, he can not delay the special cancel. He needs that extra time to charge hammerfall, so a delayed special cancel is needed. But as mentioned earlier, he can't delay it. So instead he jump cancels his 6K, then cancel the jump start up into hammer fall when fully charge.
    I-It's kinda cute... M-Mind if I pet you?

  6. #376
    Quote Originally Posted by Tae Seong Kim View Post
    It is similar to the way slayer does his 5K into Mappa. Except Slayer does it because he can not special cancel his 5K. So he jump cancels his 5K, then special cancels the jump start up into Mappa.

    So for Potemkin, you do 6K, 4 (hold) 9HS. Don't rush it.

    For Potemkin he can special cancel his 6K but, he can not delay the special cancel. He needs that extra time to charge hammerfall, so a delayed special cancel is needed. But as mentioned earlier, he can't delay it. So instead he jump cancels his 6K, then cancel the jump start up into hammer fall when fully charge.
    ... MAH BRAIN.

    Potemkin: taking back science.
    GG:
    BB:
    SG: Peacock? Go figure.

  7. #377
    Quote Originally Posted by Darlos9D View Post
    ... MAH BRAIN.

    Potemkin: taking back science.
    No no no! You misunderstand. It is all quite simple. All it takes is some knowledge in quantum physics, Russian science, and butter churning.
    I-It's kinda cute... M-Mind if I pet you?

  8. #378
    Thanks for that info Tae, got it worked out in a few minutes.

    Got some +R frame data for Potemkin here, gonna get to work on it now. Wonder if there'll be any surprises...
    what is effort

    wakarimashita

  9. #379
    Quote Originally Posted by Cus View Post
    Thanks for that info Tae, got it worked out in a few minutes.

    Got some +R frame data for Potemkin here, gonna get to work on it now. Wonder if there'll be any surprises...
    You are welcome! Oooo!!! Frame data!
    I-It's kinda cute... M-Mind if I pet you?

  10. #380
    So here's what changed. X -> Y means the value changed from X to Y

    5P: 13f untechable time. Don't ask me, that's what it says.
    5K: 90% initial prorate.
    6K: 23 -> 40 damage. 85% -> 80% initial prorate. Cancels into 2D.
    6H: 50% initial prorate. Wallbounces on hit, still 25f untech time. 1.5 -> 0.75 dizzy modifier.
    5D: 29f -> 31f startup.
    DAA: 50% forced prorate, no longer wallbounces.
    2P: Hits low, 80% initial prorate.
    2K: 90% initial prorate.
    2S: 14f -> 13f startup.
    2D: Special cancelable, 80% forced prorate.
    j.S: 13f -> 14f startup. Ground bounce and knockdown on CH (ground: no forced untech time, air: 60f untech time). Air hit plummets opponent and knocks down, untechable for 25f.
    j.D: air hit untechable for 40f (I think).
    Mega Fist I: Knocks down on hit. Additional FRC point at 16-17f. Recovery landing+8 -> landing+13. Static difference -4f -> -9f.
    Slide Head: 22f -> 23f startup. FRC point 26f-28f. Knockdown is regular knockdown.
    Hammerfall: Level 5 -> Level 4. 19-27f -> 19-35f startup. 33f -> 27f recovery. -16f -> -18f Static Difference. Ground hit untechable for 22f. FRC point is 1f after active frames.
    Hammerfall Break: FRC point 3f-10f.
    Potemkin Buster: 140 -> 160 damage. No FRC. Can act 12f after toss (I think).
    Heat Knuckle: 0, 15x2, 28 -> 0, 15x2, 40 damage. FRC point 24f-25f on whiff only.
    Heat Extend: 57f -> 80f untechable time.
    Judge Gauntlet: 85% initial prorate. Input P in 6f-24f to cancel, cancel animation is 14f.
    Air Buster: FRC point 9f-11f after throw.
    Magnum Opera: 98f -> 68f activation time. During activation, 9-60f invincible above the knee. 9f-28f strike invincible.
    what is effort

    wakarimashita

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