Marginal,
I think I have found a way to deal with Maxi's stance GI offline, but it doesn't work on online. I need to test it offline more to make sure.
You can forget what I said.
Hi Marginal,
You know Neutral Guard (B+K) only can GI High Mid Vertical attack and opponent can re-GI the follow ups, but I was talking about an Auto-GI which can GI "H-M-L" and do free damage. I think it is worth a meter consumption.
I think there is another option will make both side happy...
I think it is not about tier of Maxi. It is about the fun factor of Anti-Maxi.
Now you only can do is to watch Maxi's dance and shoot in maxi's unsafe windows or just wait until he is out of meter. It is not the common style of Soul Calibur we used to play. And it is not fun.
Maxi's Heaven's...
I hope it is not too late. Finally, I found some spare time to test every REs.
Anyway, I think the testing result is affected by many factors such as:
1) the speed of the Post-Parry attack
2) the tracking of the Post-Parry attack on each side
3) the hit box of the Post-Parry attack
4) the...
Hey, guys. As usual, I share my discovery to you. This time it is a secret move 2B:K. Surprise! I'm not going to explain what it is. =)
Please give me some "likes" to see how you guys like it. Thank you.
Just a record for the frame data changed in this version:
(SC)44A+B / Recovery=45 as same as 44A+B
44K / B-8
A+B / BA+10>FC(opponent)
22B / B-14
66B+K / GD=8+16 / 2nd Hit's Move LV: Medium /** GD# is showed as points and the cap is 240
66(B+K] / GD=8+30 / 2nd Hit's Move LV: Medium /** GD# is...
There are some issues on buffering A, B and K cancel. If you buffer them and hold G right the way, the cancel doesn't work. You have to press the G button in a specific timing to cancel them. That make A, B and K cancel not practical and playable.
I hope Bamco fix them.
Right now my solution is...
I tested them in PC with a video player and recorder. It is not hard to do if you know the way.
Here is the instruction in the end of the post:
https://8wayrun.com/threads/sc6-frame-data-archive.20427/post-770933
For finding Mina's AT frame, it is complicated because I have to find several data...
I tested Mina, Xianghua and Astaroth's regular throw. Assume Zass's throw is the same,
A+G ~ Break Windows: 17 frames / Throw Break Advantage: 0
4A+G ~ Break Windows: 18 frames / Throw Break Advantage: 0
Do you mean the normal impact frame of RE?