Post by Mad Tea Party on Jun 26, 2005 19:49:26 GMT -5
EFZ
1. Is there a point to whiffing attacks in the middle of combos when the opponent is in the air?
For example: Start a juggle (a la dust loop) with Kaori's B attacks. Jump B, air dash, B, then whiff a C on the way down even though your opponent is up out of range.
Is there a point to doing that? I don't notice any notable change in delay upon landing when I try it with and without the C attack. It's not like you have to cancel something to continue the combo like in her tornado loops, either. I have 2 suspicions: gain meter and/or look cool.
2. After RGing a hit, can you counter with an attack that comes out faster than your opponent's next attack and win? Can they RG your counter if their attack hasn't come out yet (but has still started)?
3. I'm stupid; do certain attacks have higher/lower priorities? Say they come out at the same speed and are pretty much exact in frame data or whatever, will one win over the other (because the designers decided they wanted some characters to suck)?
4. OTGs don't exist do they? Perhaps you can juggle the character after they've bounced and become airborne again for a short time, but not on the ground? An example would be Mai's throw or slide teleport attack.
5. Are jumps instant? Say a person is holding up, you can't throw them if you just stay on the ground, can you? It's possible to do a ground combo if you time it right so is the same true for throws?
6. What will affect the juggle meter besides the guard meter? Does how much life you have change anything? I haven't noticed any difference, but when I try to do combos in Vs that I practice in training, they don't seem to keep the meter up as long as they should.
7. LK's said it several times, but I haven't played the game long enough (started at Epic#R... with 3.10) so I don't really understand the difference between old characters and BME ones. Can anyone clarify? All I know is that BME characters fall faster.
S'all for now and thanks in advance.
1. Is there a point to whiffing attacks in the middle of combos when the opponent is in the air?
For example: Start a juggle (a la dust loop) with Kaori's B attacks. Jump B, air dash, B, then whiff a C on the way down even though your opponent is up out of range.
Is there a point to doing that? I don't notice any notable change in delay upon landing when I try it with and without the C attack. It's not like you have to cancel something to continue the combo like in her tornado loops, either. I have 2 suspicions: gain meter and/or look cool.
2. After RGing a hit, can you counter with an attack that comes out faster than your opponent's next attack and win? Can they RG your counter if their attack hasn't come out yet (but has still started)?
3. I'm stupid; do certain attacks have higher/lower priorities? Say they come out at the same speed and are pretty much exact in frame data or whatever, will one win over the other (because the designers decided they wanted some characters to suck)?
4. OTGs don't exist do they? Perhaps you can juggle the character after they've bounced and become airborne again for a short time, but not on the ground? An example would be Mai's throw or slide teleport attack.
5. Are jumps instant? Say a person is holding up, you can't throw them if you just stay on the ground, can you? It's possible to do a ground combo if you time it right so is the same true for throws?
6. What will affect the juggle meter besides the guard meter? Does how much life you have change anything? I haven't noticed any difference, but when I try to do combos in Vs that I practice in training, they don't seem to keep the meter up as long as they should.
7. LK's said it several times, but I haven't played the game long enough (started at Epic#R... with 3.10) so I don't really understand the difference between old characters and BME ones. Can anyone clarify? All I know is that BME characters fall faster.
S'all for now and thanks in advance.