Just saw your combo video. Cried tears of joy and jealousy. Still, did a good job of motivating me to keep practicing. Thanks Mike!
I find it cute there’s a fuerte In top 3. So starts the bitching of fuerte. Mark my words
Are you sure about number 3? Do this. C.mp… Wait and c.mp. She doesn’t move. Now do c.mp during recovery of the move. She moves forward.
Might be something with just her c.mp, I noticed it moved forward when I spammed it in training mode a few days ago.
I can’t remember that it did that before 2012, it might have though.
Do you guys ever use hk while crossing up? I’ve pretty much exclusively used mk because hk seems to whiff so often, but maybe I’m just aiming it poorly.
According to this post Juri move data (including AE changes)
You do lose the two frames.
If you need that specific timing you can always do the pinwheel before the dash since you can’t jump cancel the dash too early
Posers, I hated Fuerte before it was cool. Just because there aren’t any in California doesn’t mean I haven’t had to try to deal with two of 'em.
El Toro Fuerte is greatest!
@Q3 / 2MP recovery discussion, the few frames that take Juri back to her initial position are not taken into account in her framedata, they don’t count as recovery frames, they are only here to make the animation smooth but can be cancelled with anything, even forward walk.
You don’t gain any frame advantage when cancelling these frames, you’re at -1 on guard (iirc) at the moment you can cancel them.
Fucking love this guy. Him, deice, doc gram… Always trust them to bring the knowledge that I trust.
stamps him bnk approved
So to recap. Normals cancelled don’t change data. Bam.
Q1: Dashing can be cancel 2 frames into specials, ultras, supers and dashing. What about jumping? Or normals. If her dash is 19 frames this makes it 17 frames?
Q2: how many frames is a jumping attack on recovery and can I cancel these into a special, super, ultra. I think I asked this already.
Q3: genkibot and myself talked about this. On the frame data. If a move has 3 frames start up, active for 2 frames then should I -1 frame because the 3rd frame is active frame 1? Or is active frame 1 frame 4? If a move is calculates at 12 frames total should I -1 for Its total duration?
Q4: I’m reaching now. I want taunt frames that I can jump out of it.
Due to Close mp moving in so far on hit the following combo:
Cr.Mk x St.Mp x St.Hk x Cr.Hp x pinwheel (otherwise termed FSE punisher in the option-select dot com tutorial video)
Now its on even more of the cast works on Abel, Gen, Guy and a couple others it didnt used to work on. Still doesnt work on Viper, Cammy, Rose and Sakura. The punisher can be done after a pinwheel FADC, except you leave ou the cr.mk to do more damage, the cr.hp still whiffs on the above characters though.
Also an overhead combo:
Sekku xx st.mp xx cr.mk xx cr.hp xx st.hk xx pinwheel
This does over 400 damage and works on Vega, Makoto, Bison, Gouken, Honda, Cody, Cammy and Viper. All other characters require you do something different. This can be extended to 500 damage with a pinwheel FADC.
Chun li and El Fuerte cant be hit with close medium punch after overhead, the hit stun animation doesnt allow it.
Sagat and Balrog are considered far after landing overhead sometimes so you cant get close mp.
There are 4 frames of landing recovery. If you did an attack in the air, you can’t do anything for the first 2 landing frames except for teching throws. For the rest of the recovery, you can block or do any move (including normals or throws), but you can’t dash, crouch, or jump.
The way the frame data is documented can actually vary depending on the game, but in the case of SFIV, the startup frames and active frames do intersect on 1 frame.
Fucking love doc gram. Damn!!! stamps him bnk approved.
Can anyone find me the taunt frames? If I taunt and jump cancel it… How many frames is that?
I been away from the forums for awhile, but has anyone noticed Juri’s j.rh crosses up?
always has. spacing needs to be spot on though, unless you’re in the corner.
I’ve always hated him, his mix up is lame.
Depends on the taunt
sits on his throne
ALL OF THEM!!! Bring them to me!!! Bwahahaha
Kidding. Nah I wanna see how many frames can I use before I can cancel it. It’s a mashable action that’s easymode timing.
With the new cl.MP we can go for easier plinked counterhit setup.
Sekku(ch) > cl.MP > combo.
cr.MP(ch) or meaty > hold forward > cl.MP > combo.
After a cr.MP you’re usually right at the limit between close and far on most characters, so if you hold forward you prevent the extra frames after cr.MP from moving you backward you can link cl.MP behind it.
Also Senpusha(ch) FA lv2 works.
Very rare do i see the words “counterhit” when i use overhead, but to be fair id be lieing if i said it never happens, its defo something to keep in mind. Ill give the ch/meaty mp thing a go when i can too, seems legit though.