Those are ~90% correct.
I’m currently extracting frames data and hitboxes from the CPS3 emulated game, so it’ll be more accurate soon.
Is Streak still on SRK?
I’m in the process of scanning in some hard SFIII science and I believe the book Streak used to produce karathrow.com was this one, but I wanted to check with him for definite.
I’ll be scanning in the Arcade frame data from Gamest Mook Vol.194 at some point this week as well.
The purpose of why I’m doing is to extrapolate the DC and Arcade Frame Data and then extrapolate them into google spreadsheets for both and in English & Japanese, so people have access to the source information.
I have a question regarding the startup time of Chun’s SA2. According to ESN’s tables it is 3 frames startup and links after a stand roundhouse to a crouched opponent, (st rh to crouchers is +4), but reversal SA2 at point blank range never seems to punish Necro’s cr forward (-5 on block) in 3SO. What is the issue here? If the data is correct it should be able to punish from a distance, imo. I even saw a couple of vids where Chun punished the same normal from Necro. This has me completely baffled.
Iirc what i read yesterday somewhere here, Chun/Ryu/Q have 2 additionnal hit/block stun frames when crouching.
Will check it tonight.
yeah, i think billykane got that info from the japanese 3S mook. it would explain why you can’t reverse chun’s c.mk with ryu’s sa2, but you can with similar supers with other characters. to this day i’m not sure how they decided which characters to apply this to or why it was even implemented.
Wow that sounds really like a really random design decision. Eh whatever, every game has its quirks I guess.
Q also has 1 additional blockstun while standing, that’s why he can’t blue parry the last hit of chun’s SA2
Good to know.
This last hit always feels random to me, as most of the time a red parry will occur and sometimes a blue one.
Anyway, except if you’re out of life, best thing to do is block and hk c&db.
I get his HK Dash Attack o_0
Using C&Db with HK?
Yeah, if you’re blocking long enough to build a charge up the game will use the F from HCB and the kick and puts it together with the charge, the rest of the HCB gets ignored in favour of the charge attack.
Never happened to me. Usually if i screw something, it’s the c&db motion and i just get a cr.hk, which is quit annoying too.
I always assumed that Q had to red parry because of his hitbox forced him into blockstun a bit longer than other characters while blocking Chun SA2. LIve and learn, lol. What is your source btw? The japanese mook?
Yang’s cr.lk is listed as being +2 on hit and not chainable, with 4 frame startup. Stuff like cr.lk, cr.lk xx EX Torou Zan work however. Is the frame data wrong or does it work differently from SF4?
Chain means cancel here, not link.
i think otori’s asking why it has an X for chaining into itself instead of an O. it’s an error. yang’s c.lk does chain into itself. yun’s page seems correct in that regard.
Oh i see, my bad!
I’ve been wondering for a long time. What the hell is your avatar?
Also thanks as always for maintaining the site and all your work with 3s system mechanics.
well, that just about covers the full extent of my anime knowledge.
Exactly! Best anime/manga ever!