Since Ruffian Kick are all terrible unsafe, most block string combos end with LP Criminal Upper. However, with -5 frames it’s more or less unsafe on block. But due to the range your opponent is left after your combo, most fast outcoming moves will not reach you.
My idea now, is to make a chart that shows every character and his related move(s) that actually can punish LP Criminal Upper. Depending on the matchup you can then see weather or not to use it to end your strings.
This can’t be just taken out of the frame charts, since the spacing is an important factor and has therefore to be tested.
I’ll update the thread with any valid input. I’ll test it myself soon aswell.
Please help gathering the intel and write the character and the move down or if a character is NOT able to punish it at all. I’d also gladly take the start up frame of the move, to see the time window your opponent has.
I think we should use this combo for testing from CLOSEST distance:
c.lp, c.lp, c.lk xx LP CU
Just take the character you want to test as Player 1, Cody as Player 2 and record: “Walking Forward, c.lp, c.lp, c.lk xx LP CU, [crouching] Block for a few seconds”. Set the dummy to “playback” and test the various specials, normals, ultras and supers each character has.
e.g Gen’s s.mk has 5 frames start up and is abel to reach Cody, but it’s a 1-frame time window and requires therefore VERY strict timing.
s. = Standing
c. = Crouching
S = Super Cancable
NC = Non Comboable [can’t connect/cancel into anything]
c.mp [S, 1-Hit LK Rising Jaguar]
s.lp [c.hk, Rush/Dash Punch, Ultra I]
c.lp [Rush/Dash Punch]
s.lp [Beast Roll]
c.lp [Beast Roll]
s.lp [Spiral Arrow, S]
s.lp [s.hp, S]
LK Legs [1 Hit]
Ex Legs [Ultra 2]
s.lp [Criminal Upper, Ruffian Kick, s.lk]
c.lk [Criminal Upper, Ruffian Kick]
s.lp Knife [s.lp Knife]
c.lp Knife [NC]
[Mantis] s.mk (Super, Hands)
?M. Bison (Dictator)
If a character has allready data, it doesn’t mean there can’t be more!