3rd Strike Frame Data

if makoto’s jab is plus 2 how could she combo it into stand short? that has 4 frames of start up :confused:

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… :confused: 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 :stuck_out_tongue:

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

  • 60 fps, I believe.

  • Two-frame startup = it hits on the second frame.

  • 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 :slight_smile:

you can link it on crouchers but…why the fuc… :frowning:

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?