User:Kaladin: Difference between revisions

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==Viper to Practice==
Throw Combo:
Ground Throw, L Seismo jump upforward / superjump up forward > airdash forward > jHS 5M .....
Can't get the Seismo fast enough consistently and not sure how to actually land close enough after the airdash.
Air Throw (normal jump) dash Seismo
Air Throw (super jump) airdash downforward, Seismo
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Calling Assist midstring and converting / going for mix.
On hit convert into 5MHS(1) > L Seismo
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==Assist Blockstun Values==
==Assist Blockstun Values==
==Notes==
==Notes==

Revision as of 14:33, 2 September 2023

Assist Blockstun Values

Notes

- Not buffering anything out of blockstun results in the blockstun animation lingering for a while after the actual blockstun of an assist has ended so I have to be sure to hold up/back as soon as I'm blocking, of course this can result in errors, especially with short blockstun assists. - Techincally this is actually counting the combo of Blockstun + Blockstop, not sure if that matters in this game as blockstop often interacts with system mechanics in different ways, but I have no idea how to even count blockstop so I'll just ignore that for now.

Akuma

A (Gohadoken): 22f B (Tatsu): 45f Y (Hyakki Gojin): 27f

Arthur

A (Heavenly Slash): 21f B (Dagger Toss): 43f Y (Fire Bottle Toss): 55f? (Hard to ensure that it even hits on the first frame.) for Fire. 21f for just Bottle.