Carbine has announced that Wildstar Signature Members will be seeing a significant increase to the amount of omnibits dropping in the game. From now on, the weekly cap for omnibits has increased and the drop rate is now +200%.
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Use Pre-Jump Frames to Beat Meaty Throws in Street Fighter V
Meaty throws can be a powerful tool in Street Fighter V. Aside from the fact that the game does not have the same crouch tech option select as its predecessor, more than a few reversals also lack throw invulnerability on startup.
However, it seems that a way to beat meaty throws by making certain “reversals” invulnerable exists in the game, as Magus1234 demonstrates in the video below.
R.Mika’s EX Shooting Peach is normally not throw invulnerable, and you can see it get thrown when he tries to perform it normally. But later on, it comes out without being thrown. This is because Magus1234 is actually jumping on wakeup and then canceling the jump into EX Shooting Peach.
For those wondering how this works, Sleazoid has provided a detailed breakdown in our forums. This technique is based on the fact that most fighting games give their characters a certain number of pre-jump animation frames before they actually move. While characters are still grounded during these pre-jump frames, they system also counts them as already being in an airborne state, and characters in an airborne state cannot be thrown with grounded throws. By inputting the motion of the move, and then hitting up or up forward before hitting the attack button for it, characters will go into the pre-jump frames before the move comes out.
Combined with certain moves, this technique gives certain characters a very reliable way to beat meaty pressure. That said, these can still be beaten by the standing opponent simply baiting the reversal out and blocking it.
Sources: Magus1234, Shoryuken forums
