Maybe invincibility frames on new characters work different?
For example if you put O Ken DP against new Ken DP O Ken wins clean, (no riding out period) as if N Ken had no invincibility. That leads me to believe N Ken doesn’t actually have invincibility. (or perhaps he has a small amount of start up invincibility but after start up the move is just really high priority?)
Y.B.H. pgs. 8, and 14 Ryu has 8 frames of invincibility for Jab DP, as does Ken. These frames are complete invincibility frames i.e. nothing can hurt you. There’s an additional 10 frames of invincibility but some moves will still hurt you (hit boxes). O. Ken might have more invincibility frames than N. Ken causing what you described.
I haven’t found any data containing the precise number of Consecutive hits in a mult-hit throw for each character. Here’s what I’ve done:
N. Ken Knee Bash 12 hits avg. of 10 hits each time.
Gief Stomach Crunch 9 hits; face crush 11 hits
Blanka face bite 12 hits
Boxer Headbutt 10 hits
That’s all I’ve tried and I’m wondering if a limit exists. This was tried on AE on dummy (opp. for each was Guile).
The timing for the throws is the same for all characters. The most effective way is to focus on tapping back, foward as quickly as possible and focus on pressing short, foward, RH in that order as fast as possible. I found this technique works for me. I didn’t find the answer to this question anywhere including the YBH (although I can’t be 100% sure b/c I cannot read Japanese). I’ve even held the CPU in holds for up to 9-12 hits. It’s easy once you get the timing down.
I also understand that a Human Opp. will try and counter; it doesn’t have much of an effect unless they also know the proper timing.
If anyone knows the exact limits please post for each character.
You mean counter mash the throw?? I just wiggle left to right and piano hk,hp,mp,lp,lk or hp,mp,lp depending on how my hand is positioned when i’m in a multi hit throw and i usually shake out in 2-3 hits.
Hey, I’m just getting into ST, playing N.Ken because Knee Bash is awesome.
I’m having trouble doing his hit confirm (shortshortsuper) I know the command, there was even one day when I had it down, but now I can’t do it…I dunno, I just do short short nothing. What’s the timing for cancelling into the super?
Oh and about the Knee Bash…I was watching Mattsun, and after a knee bash, he seems to always do jumping short. I know that that’s a good tick into knee bash, so my questions…
What’s a better tick, jumping short, walkup kneebash, or jumping short, crouching short, walkup kneebash?
What else can you do with a jumping short?
And finally, how easy is it to get out of kneebash ticks? Do you need to do reversal DP/counter throw or is it easier than that?
Reversal move / throw is the only way to get out of any good tick throw setup in ST period. That’s why Knee Bash is so good, it’s often quite possible to win the round after landing one knee bash if you can mix-up well enough after it.
Although you could always counter the tick as opposed to the throw if you think it’s coming.
How about N Ken’s air hurricane kicks? There’s one version of the air hurricane kick that has a really short arc and is great for getting next to your opponent in a hurry. Is there any trick to getting the short arc air hurricane kick out?
Basically if you’ve ever played CvS2 then you should know what a short jump is. You can perform a tatsumaki kick while doing a short jump (there is no short jump in ST, however the timing is the same i.e. you can do a juice kick in CvS2), it’s very fast and difficult to do at first. It’s really easy once you get the motion down. All you need to remember is to never let your thumb (center of your thumb) leave neutral on the D-pad. As for using a J-stick it’s much easier, you just need to get the motion down. Do NOT practice doing the 225 degree motion in reverse (example Fei Long’s windmill kick or Sagat’s Tiger Knee), it’s faster to just tap up+towards and then QCB; this will also improve you’re accuracy.
I love that version of the AHK. I try to use his overhead for mix-ups after hisknee throw,j.jab ->AHK, or during a combo. I havent played much competitive ST yet. Is this an effective method, or is it easily countered?
Make sure you time the button presses so they are always the same length apart. The space you put between the first Short and the second Short should be the same space you put in between the second Short and the Short + Punch you use to activate the Super. It’s not a Buffer, so don’t do it quickly like a Buffer.
The Overhead kicks are useful only in a Blue Moon. They work REALLY well on people who aren’t used to them, but on most players, it doesn’t do much for you, especially if you abuse it. So save it for those key moments, like finishing someone off or hitting them when you know they are one hit away from a dizzy. One good tactic is that you can hit Gief with it as a Meaty at a range you cannot be SPD’ed! If you learn that distance, you can usually get a dizzy off of Gief if you land Jump Fierce XX Air hurricane Kick into Crouch Roundhouse. One overhead there will cause Gief to fall Dizzy a lot, and if they try and SPD, you land the kick for sure.
I saw a very interesting glitch for the first time. The CPU was Ken, I crossed him up with a Fierce Horizontal Rolling Ball, the CPU input the command for a RH tatsumaki at the same moment. I landed, and he hit me 1 time, bounced off me, and continued the same tatsumaki all the way to the other side of the screen (full screen)!
jump-in fierce/roundhouse->fierce AHK->crouching roundhouse (knock-down, frequent dizzy, difficult to time following a knee bash->jump in…for me at least)
jump-in jab->fierce AHK->cr. forward->fireball (the fireball will not combo)
jump-in jab->fierce AHK->cr. forward->crescent kick (crescent kick will not combo, and leaves you vulnerable to counter, but good for flash)
…and other, but you get the idea. For stricly finding additional usefullness for the jump-in short, a personall favorite is: jump-in short->cr. short->jab uppercut (3-hit, knock-down).
The “short arc” AHK (aka juice kick) can be performed by executing it very early in a jump. It is easier to do if “video slow down” is being produced, such as when a fireball hits an opponent, or holding jump forward while in move animation (such as a whiffed uppercut) then executing AHK as soon as jump animation begins. Timing is quite tricky.