Some tricky questions for you. OK here goes:-
When using new ken, and doing the knee grab throw: if you hold up towards while it is bashing away, then, when it releases, you will jump (the instant of release as you’re continually holding towards-up), moving with your opponent as they fall back to land on their feet. You’ll notice that for some opponents you will land behind them and for others you will land in front of them (I was trying this in training mode on the DC). It seems to be consistent, i.e. against a non-CPU opponent who is not moving you will always land on one side or other other, but always the same side. BUT, and here’s the but, if you are playing a e.g. CPU controlled opponent that is fighting back, when the grab releases sometimes this rule breaks and you land on a different side! i.e. you don’t land on the same side every time. This is annoying because, for example, a nice trick on opponents that you cross up on knee bash release is to do a dragon punch when you land (hopefully they will be blocking the wrong way). I don’t understand why this happens! I mean n.ken will jump the instant of hold release because you have the joystick jammed in that direction, and the cross up (if any) happens in mid air (so it’s not like they land and move back/forwards to mess you up). WTF?!!
This is and old strat, but I never fully understood it. Basically it involves a whiffed moved immediately followed by a throw. e.g. ryu whiff standing jab, throw. Is the jab just there as a fake, or does it somehow make it harder to reverse? Since if your opponent is holding a block direction, doing a move will make them go from normal to block stance and execute some block animation frames, does this prevent them doing anything for a tiny fraction of a second? Basically what I am saying is while the ‘moving from not blocking at all to fully blocking’ animation is coming out, can you cancel that animation into ANY move? e.g. low jab, dp, etc. Or are you frozen? If so, I can see how it makes reversing harder.
Finally a question for Apoc. It’s about Vega’s ‘bounce’. When he goes off the wall and lands there’s a bounce where his feet leave the ground, I guess he is in an unable-to- block state at this point. So therefore vulnerable. But Apoc also mentioned that Vega bounces when he does a normal jump. I looked closely and he does kind of bounce, but his feet DON’T leave the ground. It’s different. So what is the significance of this? Why is it any different from other characters, all of whom cannot block for a few frames when they land (no trip guard)? Is this not just a different animation for the same bit of gameplay logic? Apoc, you said that O.Sagat can wait until Vega lands, THEN tiger uppercut! If it’s on the no trip guard frames, fair enough, but I don’t see how this is special. Unless Vega’s no trip guard frames last longer than other chars or something.
OK, well I hope some of you out there can answer these for me
Keep SSF2T ALIVE!!!