Gelatin

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Gelatin

Gelatin

@GelatinLab

Got a lab question? Send it my way and I’ll investigate it for you!

Bergabung Nisan 2015
65 Mengikuti3.3K Pengikut
Gelatin
Gelatin@GelatinLab·
@broskiFGC That’s all the things I could think of off the top of my head I’ll probably look into the “reversal after recovery” case after work if you’d like to chat after I do that
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Gelatin
Gelatin@GelatinLab·
@broskiFGC On point 5: Fun fact! This goes back to point 2 where Drive Parry was not a bufferable action! That’s why, like jump, it was not bufferable while its component inputs (MP/MK) were
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Broskі
Broskі@broskiFGC·
im making a video nailing down exactly how drive rush "eating inputs" actually behaves because i see a lot of misinfo about it, am i correct in the following: 1) moves input during DR freeze are automatically buffered to come out the moment the freeze ends 2) this does not apply to movement, so things like jumps CAN get eaten 3) most cases of "inputs eaten" are actually people attempting to check DR out of move recovery and the screen freeze delays their reversal buffer window, causing them to mistime their input
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EFF
EFF@hoorahEFF·
It's Eff Day, everybody play Trails in the Sky (2004) to celebrate!!
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Gelatin me-retweet
Ryn 🏳️‍⚧️
Ryn 🏳️‍⚧️@WistfulHopes·
hi i'm ryn, i'm currently looking for a job in game development. i'm a generalist, with skills in gameplay programming & scripting, tools development, and technical art. here's my portfolio: wistfulhopes.github.io please reach out to me if you're interested.
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Tsugurific Spabobin
Tsugurific Spabobin@TsuguSpabobin·
This is not specific to Ken (or Elena). Fireballs don't usually have the "can't hit cross-up" property that most other hitboxes do, so if you land almost exactly on top right as the fireball spawns, this can happen. It also requires the opponent not to use a cross-up air normal
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Sayff@thesayff

Ken privilege thanks for playing ✌🏼

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Gelatin
Gelatin@GelatinLab·
In preparation of Alpha Lab 2, here's a bunch of technical tidbits I gathered from Alpha Lab 1! The specific numbers are sure to change (some already have), but the underlying mechanics might still be relevant. Link to video: youtu.be/v-8zHWTOctc
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Gelatin
Gelatin@GelatinLab·
If nothing in this video is relevant to AL2, then at least we'll be able to look back on AL1. As a side note, I don't think I got into Alpha Lab 2... If there's anyone who can help me lab this weekend, I'd greatly appreciate it!
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Gelatin
Gelatin@GelatinLab·
@Kharsonist On a side note, thank you for updating to the latest version of the hitbox viewer! Lots of people are still using the dated release with lots of information missing.
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Gelatin
Gelatin@GelatinLab·
@Kharsonist Upon closer inspection, you'll notice that the 236HP hitbox is comprised of TWO hitboxes. The one that overlaps Akuma's hurtbox was a <Combo-Only> hitbox, meaning it only interacts with opponents who are already in hitstun! The anti-air hitbox is rather thin and actually whiffs!
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Gelatin
Gelatin@GelatinLab·
@jav1ts @HatsonFGC In honesty, I don’t know much about how SF4 works under the hood… My guess is a difference in the accepted motion input. If you want to compare to SFV, I can be more helpful there though!
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Javits Arias
Javits Arias@jav1ts·
Did you know Guile can dash > level 3 without having to Drive Rush?
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Gelatin
Gelatin@GelatinLab·
Real infinites in Guilty Gear Strive? Normally, Ky can only fire one Stun Edge at a time. However, the flag that prevents multiple Stun Edges actually resets in two different ways. With Dragon Install, this can lead to a fullscreen infinite! #GGST_KY
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Gelatin
Gelatin@GelatinLab·
@GodofGrunts There’s 2F of throw protection after hitstun and blockstun but only 1F on wakeup. With that in mind, take a look at the frame bar and notice that the throw active frames line up with that throw protection!
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FGCBoomers | GodofGrunts
FGCBoomers | GodofGrunts@GodofGrunts·
Hey @GelatinLab. Normally, Honda can't throw when he's +7 but I can after a knockdown and I don't understand why.
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Gelatin
Gelatin@GelatinLab·
@CptnNotz Basically, you're bypassing landing recovery by accessing proximity block with the up**back** input! Refer to the thread below. x.com/GelatinLab/sta…
Gelatin@GelatinLab

@BananaKen The command grab actually connects on the 2nd frame of landing (meaning you CAN reversal through it). As for up-back, the ghost causes a proximity guard on the first frame of landing because of the up-BACK input. Then the proximity guard can be immediately canceled into jump.

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n0tz
n0tz@CptnNotz·
. @GelatinLab Can you help with this please? After Target Combo xx L Arrow, Cammy is +39. Neutral jump, jHP works against 8f + reversals. I was testing vs Gief SA3 and noticed if you hold neutral jump, you get grabbed, but if you neutral jump, hold jump back, then you do not!
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