Complete edit: Posted the wrong thing in the wrong thread
What I wanted to say was, that I'm sure there was never any 4.2. They started doing part2s with sextaro.
Oh and thanks for the missing ep Bill <3
One last thing to add. C.wp and c.wk for chun helps poke people out of throws and are great for tick-throwing (force them to block a quick move, walk forward or in chun's case, kara-throw)
I dl'd part 8, 3 and 4 from your link Chill... I haven't listened to it, but it seems.. shorter than usual O_O (I recall part 3, the first with amir was the first time they went hour-long and the one with Ray was like 90 minutes long)
Here's a game from our 3s casuals last Friday. The skill level isn't great, but imo it was still a pretty good game (it got two "OHHHH!"s out of me, at least ).
In the last round, the timing on Akuma's air fireball super must have been near-PERFECT (to within a few frames before Dudley's wake-up) to allow Dudley's wake-up super to come out!
In retrospect, that move would counter only wake-up super and wake-up EX uppercut, and a better counter to those moves would've been to just block. Still, what he did made for a great finish, and the timing was incredible .
Edit: one of my matches has also been uploaded. It's not particularly remarkable or anything, but here it is.
Empty jump low-short super with Dudley really messes me up. I wanna learn how to do that with Makoto and her SA1 . (Actually, considering I didn't do a single super in this vid, that's probably not the first thing I should be working on. ^^;; )
We all wish for a gf who plays SC or other games (don't deny it!). It must be harsh knowing the player you hate the most has that dream girlfriend who is actually kind of good at 3s .
Recently I've noticed that when we watch these match vids, a lot of stuff passes us by that we're not aware of because our experience level in the game isn't high enough.
So I've decided to post two videos, then annotate the matches with stuff that I notice.
First we have 3s: Harmonaz (Akuma) VS Matsuken (Ken)
Harmonaz is a UK player, btw.
General note: watch how Matsuken uses a lot of pokes that leave him at frame advantage, e.g. Ken's cr.lk and cr.mp. This allows him to do block strings where the opponent has little choice but to block. At best, they can risk a parry or risk a shoryuken, but they certainly can't attempt a poke xx super because Matsuken's poke will beat theirs (due to his frame advantage). Furthermore, the price for a missed parry or shoryu is going to be a painful combo xx super, so in general, blocking has the best risk/reward expected value. In addition to his pokes, he uses a lot of parries to cover the openings in his block strings. So even if you get a chance to poke him, he'll most likely parry it. The end result is that his opponent can do little more than block while he's on the offensive.
Notes:
0:13 - Matsuken jumps and parries instantly. I'm amazed when people manage to do this. (One of my friends can do it consistently, which shuts down a lot of Makoto's mix-up options T_T.)
0:18 - Option select on Harmonaz's wake-up: low parry + throw. Also notice that the throw puts Naz in the corner, very powerful for Matsuken.
1:16 - Looks like an option select: low parry + super-jump away. I'm not sure why he'd super jump away. Possibly to avoid being karathrown into the corner.
2:04 - This is the second time that Naz does a hurricane kick after blocking a cr.mk from Ken. He does this because cr.mk leaves Ken at frame disadvantage, so Akuma won't get poked out of his hurricane. Furthermore, players tend to parry low after doing a move that leaves them at frame disadvantage. Matsuken might also try (and he does try this) to walk forward and then parry low, in which case it's impossible for him to parry high because he's already walking forward (i.e. you can't parry high after walking forward). In any case, Matsuken would probably expect a low poke like cr.mk, so Naz uses a high move: his hurricane kick.
The second vid is an Arcana Heart Full match: ASK (Time Lilica) vs やび (Steel Kira)
Note on the Time Arcana: when you backdash, you leave behind a brief, temporary "shadow" that can take a hit for you. If both you and the shadow get hit at the same time, the shadow still takes the hit. ASK uses this a lot.
Unlike the rape above, this is actually a good match , so you might want to watch it first before reading the game notes.
I'll put each round's notes in a spoiler tag since the notes for the first few rounds are pretty long.
0:12 - Kira's splash hits the backdash shadow, saving Lilica from being hit. This is going to happen a lot throughout the match.
0:38 - Kira "bursts" (activates her Arcana) to break the combo. Notice her lifebar: 60% HP lost from one combo + time super :S. On the up-side, at least Lilica has used up all her homing bars doing the combo.
0:39 - Kira's burst was timed so that Lilica's next move would whiff and leave her vulnerable for a while. Note that after you burst, there is a period where you are invincible but you cannot do anything, which often allows the opponent to recover from their whiffed attack. In this case, Lilica can't recover fast enough and gets Bustah'd.
0:47 - After the super, Lilica is left in Kira's 360+A grab range. (Note: 360+A = most range, least damage. 360+C = least range, most damage.) Normally Lilica has to guess between blocking and jumping, a standard throw mix-up. In this case, she attacks, which might beat Kira's 360+A, and evidently it clashes with her cr.B launcher, so basically her attack stops both of Kira's options o.O.
1:03 - You might be wondering why Kira fell straight into a jab without blocking or attacking. The reason: earlier she tried doing Kira's splash, but Lilica just backdashed and the splash hit the shadow. So this time she decided to do nothing and bait the backdash, then grab Lilica as soon as she landed (the backdash shadow doesn't stop grabs). But Lilica was one step ahead and did a jab rather than a backdash. Kira wasn't blocking probably because she was doing the 360 motion while falling.
1:54 - Wake-up 720 super! You know it must have been on wake-up because, like 3s, doing a standing 720 is near-impossible without buffering it during your wake-up, a jump-in, or some other move. (unless your name is YSB or Hayao )
2:05 - Here we see the power of the backwards guard cancel. A forwards GC puts up a temporary red shield in front of you that will clash with most attacks. This makes you mostly-invincible (for ~1 second or until you attack), and it allows you to counter-attack right away. A backwards GC makes you invincible temporarily, then you are vulnerable (cannot move or block) temporarily, and then you can move again. At first glance, it seems silly to do a backwards GC because it leaves you vulnerable for a brief period and you cannot counter-attack until this period is over. And I've seen a lot of vids where the Kira player repeatedly gets owned after doing a backwards GC because of this vulnerability period. I always used to wonder why he didn't forwards GC instead. But a couple of weeks ago, I realized my opponents quickly learn to homing cancel out of their move as soon as they see my forwards GC. As a result, they escape my 360/throw and get a combo on me. Here is where the backwards GC shines through: because it makes you totally invincible, your opponent's attack doesn't clash with you: it whiffs completely. As a result, they cannot homing cancel out of it! So if I time my backwards GC so that a move with a long recovery whiffs, I can grab them for free xD. That's similar to what happens here: the first hit of the super whiffs because of the backwards GC, and Lilica is totally open to a combo after that.
2:12 - Kira opts to charge her metre rather than following up, even though an extra hit + a successful wake-up mix-up would have won the round right here...
2:26 - Kira tries to do a backwards GC, but she never actually got hit and ends up doing a backwards homing dash instead. I think they both have the same effect, though. Anyway, that left her vulnerable for a brief period (as mentioned above) and Lilica capitalizes on it.
2:42 - That was a risky move by Lilica at the start of the round: Kira could've easily grabbed her at the start with 360+A (in fact this works if your opponent moves forward or attacks in any way: Kira's 360+A grab range is that big).
2:53 - Kira's forwards GC worked. Probably because Lilica was right beside Kira, so she didn't have enough time to react and homing cancel out of her move before Kira grabbed her.
2:56 - Standard throw mix-up, with a shield that prevents Kira from being hit by any wake-up attack (e.g. wake-up super). Kira goes for the air-unblockable rather than the throw. Lilica guesses right and blocks it on the ground rather than jumping.
2:59 - Another backwards GC by Kira, causing Lilica's slow cr.C to whiff. Kira does cr.B to launch Lilica. Lilica recovers fast enough to backdash, but interestingly, the cr.B hits both the shadow AND Lilica!
3:05 - Why did Kira just homing dash? Because she tried to do the shield again, but the homing dash button is the same as the Arcana button and she messed up =/. As a result, the shield comes out too late and Lilica can just jab it away.
3:07 - Again Kira's cr.B hits both the shadow and Lilica, but this time Lilica knew it'd still hit her and so she blocked it.
3:27 - I didn't know this until a couple of weeks ago, but if you get wall-slammed or hit the ground, apparently you can tech off of the wall or the ground (for a very fast quick-rise) by pressing D and using 1 homing bar. That's what Kira does here.
3:32 - Nice cross-up by Lilica.
3:35 - Another example of bursting when Lilica is doing a slow, long-recovery move. GG.
3:50 - You can't tell from the crappy video quality, but when Kira laughs in her win pose, her eyes go WIDE open. It's like... have you ever seen someone go completely insane and try to kill you? It looks something like that.
4:15 - Kira tried to burst and super again, but she expected Lilica to do another heel-drop, which would whiff and allow Kira to super her. Maybe Lilica anticipated it, though, because she did something different and was able to recover fast enough to jump away from the super.
4:31 - Standard tick-throw. Just in time, too.
4:53 - When players fight Kira, they often avoid teching in the air because when you air tech, you cannot move for a brief period and you are invincible to everything except air throws. It's easy for a Kira player to purposely drop an air combo, allow you to air tech, then grab you after you tech (while you can't move). And that's exactly what happened here.
Round 5 actually has a really close ending, so I'll put its notes in a spoiler tag.
5:05 - Again Lilica attacks at the start of the round. Again I believe Kira could've thrown her with 360+A.
5:52 - Lilica is airborne and she blocks one of Kira's attacks right before Kira lands. At this point, Lilica HAS to guard cancel: if she continues blocking, she will get hit by Kira's cr.B, which is air-unblockable.
6:32 - Worst. Burst. Ever. Under normal conditions, very-skilled Kira players can homing dash towards you in the air and super-grab you. Well, guess what happens when you burst right in front of them, during their homing dash? Also notice that the Time Arcana's power stops the round timer, giving Kira just enough extra time to finish her super .
6:42 - Lilica: "Shit I'm dead . Just kill me."
That burst at the end of the round was a HUGE mistake. Because time was running out, the Lilica player probably panicked and, instead of waiting a little longer before bursting, he used it at a time and place where Kira always homing cancels, setting himself up for a relatively-easy super-grab. Props to the Kira player for not screwing it up, too.
I posted this one earlier, but for those of you who didn't watch it, I highly recommend seeing it. The last round is unbelievable.
Ray (Gier Kamui) vs Princess (Bolt Maori)
I haven't posted this one yet. A little info on the lightning arcana: when you charge any unblockable move, you will clash with almost any attack. Furthermore, if you clash with e.g. forward+C (6C), you can switch to down-forward+C (3C) and vice-versa, allowing you to clash almost endlessly. This is what happens at the start of the 1st round.
Maori is so goddamn annoying with her assists and her long combos. I don't know about you guys, but I was cheering for Ray through this whole match.
On January 16 2008 16:34 Bill307 wrote: The second vid is an Arcana Heart Full match: ASK (Time Lilica) vs やび (Steel Kira)
Note on the Time Arcana: when you backdash, you leave behind a brief, temporary "shadow" that can take a hit for you. If both you and the shadow get hit at the same time, the shadow still takes the hit. ASK uses this a lot.
Unlike the rape above, this is actually a good match , so you might want to watch it first before reading the game notes.
0:12 - Kira's splash hits the backdash shadow, saving Lilica from being hit. This is going to happen a lot throughout the match.
0:38 - Kira "bursts" (activates her Arcana) to break the combo. Notice her lifebar: 60% HP lost from one combo + time super :S. On the up-side, at least Lilica has used up all her homing bars doing the combo.
0:39 - Kira's burst was timed so that Lilica's next move would whiff and leave her vulnerable for a while. Note that after you burst, there is a period where you are invincible but you cannot do anything, which often allows the opponent to recover from their whiffed attack. In this case, Lilica can't recover fast enough and gets Bustah'd.
0:47 - After the super, Lilica is left in Kira's 360+A grab range. (Note: 360+A = most range, least damage. 360+C = least range, most damage.) Normally Lilica has to guess between blocking and jumping, a standard throw mix-up. In this case, she attacks, which might beat Kira's 360+A, and evidently it clashes with her cr.B launcher, so basically her attack stops both of Kira's options o.O.
1:03 - You might be wondering why Kira fell straight into a jab without blocking or attacking. The reason: earlier she tried doing Kira's splash, but Lilica just backdashed and the splash hit the shadow. So this time she decided to do nothing and bait the backdash, then grab Lilica as soon as she landed (the backdash shadow doesn't stop grabs). But Lilica was one step ahead and did a jab rather than a backdash. Kira wasn't blocking probably because she was doing the 360 motion while falling.
1:54 - Wake-up 720 super! You know it must have been on wake-up because, like 3s, doing a standing 720 is near-impossible without buffering it during your wake-up, a jump-in, or some other move. (unless your name is YSB or Hayao )
2:05 - Here we see the power of the backwards guard cancel. A forwards GC puts up a temporary red shield in front of you that will clash with most attacks. This makes you mostly-invincible (for ~1 second or until you attack), and it allows you to counter-attack right away. A backwards GC makes you invincible temporarily, then you are vulnerable (cannot move or block) temporarily, and then you can move again. At first glance, it seems silly to do a backwards GC because it leaves you vulnerable for a brief period and you cannot counter-attack until this period is over. And I've seen a lot of vids where the Kira player repeatedly gets owned after doing a backwards GC because of this vulnerability period. I always used to wonder why he didn't forwards GC instead. But a couple of weeks ago, I realized my opponents quickly learn to homing cancel out of their move as soon as they see my forwards GC. As a result, they escape my 360/throw and get a combo on me. Here is where the backwards GC shines through: because it makes you totally invincible, your opponent's attack doesn't clash with you: it whiffs completely. As a result, they cannot homing cancel out of it! So if I time my backwards GC so that a move with a long recovery whiffs, I can grab them for free xD. That's similar to what happens here: the first hit of the super whiffs because of the backwards GC, and Lilica is totally open to a combo after that.
2:12 - Kira opts to charge her metre rather than following up, even though an extra hit + a successful wake-up mix-up would have won the round right here...
2:26 - Kira tries to do a backwards GC, but she never actually got hit and ends up doing a backwards homing dash instead. I think they both have the same effect, though. Anyway, that left her vulnerable for a brief period (as mentioned above) and Lilica capitalizes on it.
2:42 - That was a risky move by Lilica at the start of the round: Kira could've easily grabbed her at the start with 360+A (in fact this works if your opponent moves forward or attacks in any way: Kira's 360+A grab range is that big).
2:53 - Kira's forwards GC worked. Probably because Lilica was right beside Kira, so she didn't have enough time to react and homing cancel out of her move before Kira grabbed her.
2:56 - Standard throw mix-up, with a shield that prevents Kira from being hit by any wake-up attack (e.g. wake-up super). Kira goes for the air-unblockable rather than the throw. Lilica guesses right and blocks it on the ground rather than jumping.
2:59 - Another backwards GC by Kira, causing Lilica's slow cr.C to whiff. Kira does cr.B to launch Lilica. Lilica recovers fast enough to backdash, but interestingly, the cr.B hits both the shadow AND Lilica!
3:05 - Why did Kira just homing dash? Because she tried to do the shield again, but the homing dash button is the same as the Arcana button and she messed up =/. As a result, the shield comes out too late and Lilica can just jab it away.
3:07 - Again Kira's cr.B hits both the shadow and Lilica, but this time Lilica knew it'd still hit her and so she blocked it.
3:27 - I didn't know this until a couple of weeks ago, but if you get wall-slammed or hit the ground, apparently you can tech off of the wall or the ground (for a very fast quick-rise) by pressing D and using 1 homing bar. That's what Kira does here.
3:32 - Nice cross-up by Lilica.
3:35 - Another example of bursting when Lilica is doing a slow, long-recovery move. GG.
3:50 - You can't tell from the crappy video quality, but when Kira laughs in her win pose, her eyes go WIDE open. It's like... have you ever seen someone go completely insane and try to kill you? It looks something like that.
4:15 - Kira tried to burst and super again, but she expected Lilica to do another heel-drop, which would whiff and allow Kira to super her. Maybe Lilica anticipated it, though, because she did something different and was able to recover fast enough to jump away from the super.
4:31 - Standard tick-throw. Just in time, too.
4:53 - When players fight Kira, they often avoid teching in the air because when you air tech, you cannot move for a brief period and you are invincible to everything except air throws. It's easy for a Kira player to purposely drop an air combo, allow you to air tech, then grab you after you tech (while you can't move). And that's exactly what happened here.
Round 5 actually has a really close ending, so I'll put its notes in a spoiler tag.
5:05 - Again Lilica attacks at the start of the round. Again I believe Kira could've thrown her with 360+A.
5:52 - Lilica is airborne and she blocks one of Kira's attacks right before Kira lands. At this point, Lilica HAS to guard cancel: if she continues blocking, she will get hit by Kira's cr.B, which is air-unblockable.
6:32 - Worst. Burst. Ever. Under normal conditions, very-skilled Kira players can homing dash towards you in the air and super-grab you. Well, guess what happens when you burst right in front of them, during their homing dash? Also notice that the Time Arcana's power stops the round timer, giving Kira just enough extra time to finish her super .
6:42 - Lilica: "Shit I'm dead . Just kill me."
That burst at the end of the round was a HUGE mistake. Because time was running out, the Lilica player probably panicked and, instead of waiting a little longer before bursting, he used it at a time and place where Kira always homing cancels, setting himself up for a relatively-easy super-grab. Props to the Kira player for not screwing it up, too.
Question: if I make "The Official Fighting Games Match Vids Topic" (or something, max 50 chars =/ ), then how should I go about including match vids in the 1st post? Currently, I'd like the first post to include the following info for each game:
o How to play (possibly split into basic explanation and advanced/full info?). o Links to some vids that either show you how to play, or come with detailed explanations/annotations similar to the ones I wrote above. Initially, all the links will be to posts in this topic. o Links to some vids that are just plain awesome (but how many? o.O). Again, initially all the links will be to posts in this topic. o Where to find more match vids (e.g. channels on Youtube where match vids are uploaded).
Should we have some kind of rating/nomination system to determine which posts get linked to in the 1st post? o.Oa
On January 21 2008 05:32 Bill307 wrote: Question: if I make "The Official Fighting Games Match Vids Topic" (or something, max 50 chars =/ ), then how should I go about including match vids in the 1st post? Currently, I'd like the first post to include the following info for each game:
o How to play (possibly split into basic explanation and advanced/full info?). o Links to some vids that either show you how to play, or come with detailed explanations/annotations similar to the ones I wrote above. Initially, all the links will be to posts in this topic. o Links to some vids that are just plain awesome (but how many? o.O). Again, initially all the links will be to posts in this topic. o Where to find more match vids (e.g. channels on Youtube where match vids are uploaded).
Should we have some kind of rating/nomination system to determine which posts get linked to in the 1st post? o.Oa
Yeah that sounds good, we could use some changes, could we finally have some MvsC2 vids since it will be "The Official Fighting Games Match Vids Topic"
Jeezus, this topic is soooo big. I'm trying to find that 3s video with the sad music in the background, people missing all kinds of stuff, and Urien's "wtf" face, etc. But I can't find it T_T.
I did find some interesting stuff, though. Note the days on these posts.
On August 16 2007 11:03 thedeadhaji wrote:
you know you want to buy it bill
5 months later I really did buy it . It owns, but unfortunately everyone else has a stick with the HRAP1 button layout, so they prefer it to my HRAP2's button layout =/.
On November 18 2007 14:46 Bill307 wrote: Lately I've been watching a lot of Arcana Heart Full match vids. I've played it only once and it's quite fun .
dude, go make your own thread.
Welcome to 2 months later where most of the vids being posted are from AH now .
*wonders how many people actually don't like the AH vids and just want 3s ones o.Oa*
Watching Bill's AH videos, I came to the conclusion, I have to do similar posts, but with Guilty Gear XX Accent Core. Oh yeah. GG AC is a kind of balanced fighter game (although GG Slash was more balanced). It has 23 characters, most of them have unique features, all of them can win tournaments. GG has an orgasmic heavy metal soundtrack, maybe it is the best among fighting games . The game is full of metal/rock references.
About its system: There is a standard life gauge, like in every other fighting game.
Under the life gauge you can find your guard gauge. In the beginning of the round, and after every combo you have taken, it is reseted to the middle. If you block a lot, it starts filling: every hit you take will cause more damage than normal. Every hit depletes the gauge, and damage will be scaled down.. so because of this the very long combos don't do damage in the end.
At the bottom of the screen, you can find the tension gauge. This is not just the super meter, it has many other, more important uses. You can't bring it over to the next round!
Then there is the kind of unique burst gauge. You can bring it to the next round. This is your out-of-the-jail card. If you activate it, while you are in block or hitstun, the gauge depletes fully, you explode with a blue burst(hence the name), and it make your opponent fly to the other edge of the screen.. if he/she didn't block it. This causes no damage, but you just broke a nasty setup, or combo! It can be used offensive way too: if you activate it, while you are not in block or hit stun, and your opponent touches it and doesn't block the explosion (it's golden color this time), you gain 100% tension.
About tension usage: It really has many ways to use. -Your supers(or Overdrives, OD) costs 50% tension to perform. The screen changes to a typical super screen, just like in other games. -There are EX like specials, called ForceBreaks (FB), these costs 25%. Many of these moves have no normal version. There is a typical flash, and sound, when you use these. -You can perform guard cancels, called Dead Angle Attacks (DAA), these costs 50%. These cause only little damage, have long recovery (punishable!) and usually can't be comboed from. There is a white flash, and after that your character performs his guard cancel move. -The most typical feature of the GG series, the Roman Cancel (yea I know this doesn't mean anything ) costs 50% of your tension to perform. It's similar to the homing cancels. After a directly connected move (so not a projectile), you can do a RC, and your character will be put back to a neutral state. If you completely whiff, you can't perform RC. This can be used many ways: making combos longer, making blocked wake-up shoryuken safe, for mix-ups etc. etc. RC looks like a red aura, for a moment. You can't gain tension after a RC for a while. -False Roman Cancel (FRC) looks like a blue aura, flashing for a moment. Costs 25%. Similar to RC, but can be used only for certain moves which have this property and only in certain frames! So you can't FRC any time a move. Many projectiles have FRC point. Important, that you don't have to connect to your opponent! You can FRC a completely whiffed move. -You can block on a special way, called Faultless Defense (FD), this constantly burns your tension. More on this later.
About moving, attacking, blocking:
Most of the characters can run, dash forward, and backdash (there are exceptions). Most of the characters' backdashes have some invulnerable frames. After a jump, you can do a second jump, or do an air dash in any direction. You also can superjump, and do after that an airdash, but you can't do a second jump after a super jump.
In this game, you use these buttons: P (punch), K (kick), S (slash, "weapon attack"), HS (hard/heavy slash), D (dust, similar to the 3s universal overhead attacks.) After a hit with dust, you can perform a flashy but not too damaging air combo.
You can do gatlings, when your certain normals after each other cancel each other recovery. Not every normal/command normal can be chained this way! You can sometimes link your normal moves, in this case your timing have to be more precise, than at gatling chains.
Blocking:
You have to hold back, just like in every other games. Though you always have to hold back relatively to your opponent, so Urien couldn't do in this game his 3s style unblockables. You can't simple block the ground-air attacks in air! You can Instant Block (IB), if you hold back just in time, when the attack is coming. This is similar to the Just Block in MvC. IBing gives you tension, and you recover from hitstun 3 frames earlier than normal! If you IB, your character flashes white for a moment. Faultless (or Fortress, who knows) Defense (FD) looks like a constant green aura around you. You have to hold back + 2 attack buttons. It burns your tension, but negates chip damage and increase the pushback on attacks, so you can sometimes evade the later hits of a string if you FD the first attacks. This is the only way you can block ground-to-air attacks in air! There is a parry, but it's kind of hard to use. It's called SlashBack, hold back + S+ HS. It's a parry. You recover from an attack hella fast. If you mistime it, you can't block for half a second or so.. You can't do it on wake-up.
About special/super canceling:
There is no special into super canceling in GG. All the special cancelable normal/command normal moves can be canceled into supers or EX moves (FBs) too.
Throws:
Throws can be performed with forward or backward + HS. Your opponent can break your throw. There are airthrows, these can be broken too. Only command throws have whiff animation, in the case of a whiffed normal throw an animation of HS attack will come out. Cmd throws can't be broken.
If you got hit in the air, you start falling. You can tech it after a while (every move has an untechebility time). If you tech, you are invulnerable for about half a second, but you can be airthrown. To tech, push an attack button and, if you want, forward or backward. Neutral tech is faster.
That's about it. I will post some match vids soon, watch out!
Hey, thanks for the write-up! I've been reading a bit about how GG:AC works and it's always felt hard to wrap my head around it. (It makes AHF seem like easy mode by comparison. ^^;; )
What I like the most about your post, compared to the stuff I read on dustloop.com, is that you actually say what each of the various effects looks like. E.g. I read about IB and FD on dustloop, then tried to see what they looked like in actual matches, but I didn't know what they looked like .
Question: what does the slashback look like? Does it make a yellow flash? I saw one vid where Potemkin (the big grappler, who kinda looks like The Juggernaut imo ) did something to his opponent's jump-in attack that made a yellow flash, then he immediately 360'd his opponent for the win. Was that a slashback, or something else? It seemed like he had no block stun at all.
I'd better find some time to start a fighting game match vids topic soon...