if makoto’s jab is plus 2 how could she combo it into stand short? that has 4 frames of start up
It’s a target combo/chain with specific timing (not mashable).
so her stand jab is chainable into itself then too?
>.>
even though it’s listed not chainable into self.
Now you’ve made me doubt myself. Could always just record it and verify for yourself.
well i know jab combo’s into itself for a fact. as ino did jab jab short hayate sa1 to snag a win in SBO in i believe 2008 might have been 09 over someone… and according to the data nearly all characters have a down throw, as well as twelve can airdash with down, lol there is alot of stuff incorrect or goofed, that i’m noticing does anyone know who created this website?
Yea, I know it works. I’ve done it myself as well.
Try this archive of Game Restaurant:
link
It also says makoto’s neutral s.LP is +2.
However, it doesn’t mention the LP>LK as a target combo either.
i guess we can just call it a magic combo
1)Whats the fps of this game in 3s? How many frames run in a second
2)2 frame startup means it hits on the 2nd or 3rd frame? So a move with +3 advantage would at least need a move thats 2 or 3 frames on startup
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60 fps, I believe.
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Two-frame startup = it hits on the second frame.
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A move with +3 advantage needs a move that has at most a two frame startup.
Example: Dudley’s f.HK gives a +2 advantage when hitting a crouching opponent. Rocket Upper and Corkscrew Blow both have a one frame startup so they’re able to hit. Rolling Thunder has a two-frame startup so it won’t be able to connect.
Also, Dudley’s f.HK can be punished when blocked by a move that has a one-frame startup. Ryu can reversal Shin Shoryuken(one frame) against a blocked f.HK from Dudley.
Wait, are you sure about that. I’m no expert but I see this site when I wana check 3s frame data: Street Fighter III Third Strike
For akuma, it says cl.MK is +4 on hit and SA1 is 4 frame start up. I definitely know you can link SA1 from cl.MK on standing opponents.
Just wana make sure cos I don’t want to be reading frame data wrong for the rest of my times.
thx in advance.
cl.MK->SA1 works on every crouching character(+6 advantage on crouching opponents), but standing is actually character specific. There are some characters that recover somewhat slower than others, like Makoto(regular MGB->SA2 link works on her). I’m not sure which characters exactly, sorry to say.
Same goes for Ryu’s cl.MK->SA1.
ah thx. don’t wana be reading frame data wrong for every other game I ever play. I’ll keep the cl.MK->SA1 being char specific in mind but I only verse like shotos anyway.
actually cl.mk is super cancellable so cl.mk->sa1 works on everyone
you can link it on crouchers but…why the fuc…
There’s two notations. Some notations include the first active frame in the startup number, some don’t. Like SRK Wiki explains for SF4 frame data:
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4.
I think it’s more of a hitbox issue rather than differing recovery speeds. The latter would be very strange and my gut says it’s unlikely.
For Gouki: Close MK to sa1 works on every characters, it’s a 1 frame link on standing opponent, larger window on crouching. Piano tap makes it very easy.
For Ryu: Close MK to sa1 only works on crouching [maybe even on standing makoto etc? have to check this]. SGGK comes in hand for this purpose [at close range: low parry - throw+MK option select, confirm crouching position to SA1. Watchout for standing jabs cuz they can be parryed both low and high]
The difference between those two projectiles is very simple; gouki sa1 has a bigger/larger/taller hitbox than Ryu’s. Shinkuu hadoken cannot close the gap in time after a connected close MK while gouki sa1 can due to his larger body.
blah that’s so misleading. Is most frame data written with start-up including the 1st active frame?
You’re most likely right regarding the hitbox issue, but I’ve seen more unlikely links be used against Makoto, like Sean’s MP->HK target chain to SA3(standing, btw). That one was strange to me, considering the chain should have -2 advantage. Maybe it’s just her?
But anyway, thanks for clearing that up. Sorry, I don’t talk too much about frame data and you can see why. haha
characters can’t recover faster from a hit that would be cheating:nono:
but they have differences in recovery time after being knocked down
Nono, I know that they can’t recover faster. I’m just wondering if some characters recover from a hit slower than others. Makoto is the only one that sticks out in my mind right now.
i remember yohei/blue or some other guy telling me in japan that makoto wakes up from the ground weird. i forgot exactly what it was though. anyone know anything about this?