walnut shrimp, post: 3754449 wrote:
I didn't see this mentioned under trip guard properties. If you do an empty jump, there are a few frames where even if you crouch block, you're still as tall as if you are standing.
I notice this a lot trip guarding with Chun's st. fierce and st. roundhouse... both of them tend to whiff on crouching opponents, but if they empty jump, they'll be forced to block even if they are holding down-back.
Johnick, post: 3754452 wrote:
I wanted to main Ryu in the game but kept getting EX Shoryu coming out instead of my Ultra whenever I tried any FADC setups, was so bad it made me switch to Akuma, just went into training a minute ago after reading this and noticed I never miss hiss corner crouching short -> EX Tatsu -> Ultra setup cause you have so long to buffer the Ultra. Now when I try Shoryu -> FADC -> Ultra, I find I get the Ultra and a lot less EX Shoryu's come out, but the Ultra is usually too late and flys over their body. If I try and do it any faster, its back to EX Shoryu again, GAH!!!
PigJazz, post: 3754451 wrote:
If you could hit a button 60 times a second, would you be able to do every link perfectly? Or does the game impose some kind of penalty on you for attempting a link too early?
Richard Nguyen, post: 3754348 wrote:
This is not a that big of a misconception, but many people/sites say that charge moves take 2 seconds to fully charge up. However, almost all charge moves (with the exception of Vega who has 42-frames and 60-frames for his move set) require 55 frames of charge. And since the game engine runs at 60 frames per second, it actually requires less than a second for gaining the charge.
SinisterMephisto, post: 3754461 wrote:
where did the 2 seconds come from?
CYBORG COP, post: 3754464 wrote:
I tested this a while back while off-topic in a Hakan thread, lol. Basically, you become invulnerable to throws for 2 frames anytime you become eligible for a reversal, i.e. leaving blockstun/hitstun, waking up, or landing on your feet after being hit out of the air. You forfeit this invincibility if you do an ultra or super. Consequently, a reversal SPD from Zangief is unthrowable because it is 2 frames startup. But reversal Yoga Catastrophe, LP/HP Abel supers, and even Angry Scar remain 100% vulnerable to grabs.
m16ghost, post: 3754465 wrote:
That implies that in AE, EX-GH-> spd would whiff, because the opponent would be throw invulnerable for two frames following the +1 on hit EX-GH.
CYBORG COP, post: 3754466 wrote:
I might try it again to be sure, but if I remember correctly...
To test wakeup, I did a meaty raging demon on Gief. If he does reversal spd (2 frames), the spd wins every time. Then I replaced Gief with Hakan's spd (3 frames) and the Demon won every time.
To test landing, I reset Gief/Hakan out of the air into a meaty raging demon, and the results were the same.
I tested by trial and error for blockstun/hitstun. I took a move that was +2 on hit (like someone's cr.LP), then tried to see if I could get a normal throw to whiff. It did. Same thing for block. Then I tested with +1 on hit/block and no matter how many times I tried I couldn't get a whiff. Remember, normal throws are active on frames 3 and 4, so even if the opponent is throw invincible on frame 3, he can still get grabbed on frame 4 if the invincibility wears off.
Insert a reversal super or ultra in any of those situations to see that it forfeits the throw invulnerability.
Also, if you have access to those hitbox videos, in the video that demos Cody's Bad Spray, i believe you can see 2 frames on wakeup with no blue (grabbable) hurtbox.
andyocr, post: 3754353 wrote:
ur soul is mine