They trade. Supers have no hurtbox in many cases and thus the seemingly invincible state but if there are two hit boxes one for each character and each of those hitboxes overlaps with a hitbox, they will trade.
Found this draft recorded for this topic (didn’t know forum allowed one draft per topic), don’t know why i didn’t posted it at the time. It was about Isotopez find about SA3 being able to hit pushbox, and i was answering to Tebbo post i guess:
Actually, seems it does work with pushbox acting like regular hitbox.
Tested it with SA3 vs ex SRK (both ken):
- if SA3 doesn’t overlap pushbox (is too far), then nothing happen even when active hitbox is over srk active hitbox (quite normal)
- if SA3 does overlap it (even from 1 pixel), then it hits even though ther’s supposedly nothing to hit (except pushbox and active HB)
Also, it doesn’t seem to apply vs another SA, as Oro ex SA1 still remains invulnerable vs Jinrai, active hitbox overlapping pushbox or not. Same for Jinrai vs Ken SA1 or 2…
Good find isotopez!
There is no trade. The ex srk overlaps with Ken, but Ken does not get hit by it. The first hit of shippu overlaps with Ryu, and he does get hit by it. The same thing happens with throws as long as the super has a throwable hitbox, which shippu does, but instead of shippu winning, throw wins.
Crazy that shippu can hit pushboxes.
I wonder if that is common or uncommon.
I’ve only tested genei jin, shippu, corkscrew blow, and tanden renki. I know from experience that activation supers like tengu stone and denjin hit pushboxes. Tanden renki doesn’t seem to give makoto’s normals super priority though. I assume the general rule is that supers can hit pushboxes, with a few exceptions, like tanden renki and grab supers.
What do the colors on there mean? Are the green push, red hit and blue hurt? I couldn’t guess for the white ones.
It looks there like Ryu is getting hit on the ground which is strange for this scenario because you said you used EX uppercut and all situations where it was EX upper vs Shippu usually end up with the EX upper getting hit out of the ground.
You’re right about the red, green, and blue boxes. White is the throwable hitbox.
It’s definitely ex srk because all his other srks have hurtboxes. I’m pretty sure he’s grounded for the first few frames. I don’t know what frame he’s airborne on, but I remember hitting him out of the air when I was messing around with the move timings.
He becomes airborne at 5th frame.
on ESN’s site what would be an example of dash back (recovery cancelled)?
In MISC menu, you can click on the little blue/green/red icon to watch it in action.
‘Full animation’ means i did nothing and the end of animation is triggered by a parameter (in game core) going back to neutral value.
‘Recovery cancelled’, as soon i inputted the dash, i held up direction to cancel it.
IIRC, since then, Tebbo (i think?) has shown attacks may be able to cancel dashes sooner than jump.
General 3S/3S OE Thread. NO DISCUSSING REBALANCE, unless you like INFRACTIONS!
wow thats pretty cool…so jumps cancel dash recovery.thanks for such a speedy answer i appreciate it
Jumps or any attack/special/sa i think. Hence Makoto being able to karakusa after a hella short dash forward.
Is this a dynamic of the system that anyone on here consciously uses? If so, please explain how with some examples. Thanks!
Never knew things worked that way but I had been using something like this before. After a forward throw with Gouki against Yun, if you dash at him while he quickrises he gets 123 for free, but dash demon beats it. I just figured demon breaks lots of rules anyway so shrug
I think dashes also cancel dash recovery. If you watch good Oros you will see that it looks like they’re “chaining” the dashes.
my understanding of it has always been the exact opposite. ie. that you can cancel dash “recovery” with anything (jump, block, attack, etc) except another dash. i based this off the fact that makoto has to wait a noticeable amount of time between two consecutive dashes and esn’s chart shows that she has the longest “recovery” frames, so i put two and two together and ended up with this theory. could be wrong but this is how i’ve always interpreted whatever dash “recovery” is.
After parrying ibukis toward mk, why can yun punish it with lp lk mp TC only when she couch guards (has joystick in down back). if she stand guards, the TC will not punish her toward mk on parry.
I am aware you can select the recovery state of some special moves but this move is a normal move.
If you guys don’t know why this occurs that’s ok, just curious. Thanks
Yuuki- Very interesting…
Maybe the game treats towards forward more like a jump-in attack? I seem to recall that you can choose your recovery state on your airborne attacks.
Semi related can ESN, tele, etc also look into ibuki twd’s rh frame data. It is listed as -4 on block but testing in OE it seems to be completely safe as ibuki can block both mak’s sa1 and ken’s sa3.
Edit. Further testing on towards RH reversal gigas can grab it (holding up after executing move)
Yangs sa2 hits only if Ibuki tries to crouch block it similar to Yuuki’s example.
My guess is that when executing an “airborne” attack you have one less landing and/or recovery frame if you chose to stand block instead of cr block.
question…is there a way to determine hit advantage of special moves? i cant seem to find it on ESN’s site
you can find that information at game restaurant.
to find the frame data for a character, select the character picture on the left table. once youve gone to the character page, click 一覧 on the far right of the header table.
under H&G硬直 you’ll see the advantage for moves that are guarded (G) moves that hit the opponent standing (立) and moves that hit the opponent crouching (屈)
the D in that information stands for “down” as in the move knockdown the opponent.
hope you find this helpful. @djdjw
let me know if you have any further questions on how to read the frame data or any part of the website.