3rd Strike Frame Data

So like, :d:-> t.Strong~Throw->Jab x1 -> df or towards-> Short~Fierce?

Or would the Jab input for throw not count so you would need to input another?

tth on twins is not so bad. especially when compared to ttTh.

TTTH is still the only thing ive never been able to land. tth on twins is np. maybe 3/5 times for me.

Wow 3/5? TTTH for me seems easier tbh than TTH on the twins. For some reason, on OE with pad, you can’t do 3 straight tackles with only using one direction to charge in a row, you have to alternate at least once to back instead of down back… It drove me insane before I realized that…

EDIT: I meant 4 straight charge moves in a row with the same charge direction. So for TTTH, the charge order I use is db, db, b, df.

3/5 on a good day. 2/5 on a regular day. 1/5 on a hangover day.

i should specify arcade. for console id subtract one from each of the above numbers. :slight_smile:

I think it would be obvious you meant arcade :wink:

You’ve probably tried every combo for charging TTTH known to man but… Try b, b (buffered), db, df, I just used that on pad and it worked much better for me than my previously stated charge inputs. The third Headbutt can be a tiny bit slower if you get the first 2 off without actually moving backwards.

I have never pulled it off but Jiro Demon is:
parry toward or down then to neutral (for that clean tasty blue) then toward lp+lk then lp x2 toward lk hp. All very very fast and accurate. Youtube it for visual example.

So back to my original question to ESN (excuse us if the thread has gotten messy). So I checked it out in training mode and holy crap you have a lot of distance to cancel regular demon for AA. I thought if they empty jumped you had to basically be right in their face as they land but I was wrong. Gunna use this shit even more! People will be salty but I’ll say, “you shouldn’t have jumped at me with two meters fool!”

Tell me Mr. Frame Data what can someone do to stop or mess up AA demon. Seems as though if I can cancel it super late/fast and they jump then they’re F’ed. I remember JR getting all adamant and yelling even louder than normal on here about how a properly timed AA demon was inescapable.

I thought there was a t.Strong in there though… If the t.Strong is needed than yeah, I mashed it out in training mode a few times last night. Felt like I pressed Jab 20 times before the Demon would come out.

Ryu could air EX Tatsu, Gouki Fireball, Ken could EX Tatsu as well if he suspects it, Makoto’s EX Tsurugi, Necro j.Strong(?), Oro double jump etc. If you timed it perfect, they *may *not able to jump out, that’s the case with standard throws at least, but I haven’t a clue about grab Supers.

I don’t know how Jiro does his demon but if he cancels it out of grab…that’s something.

I would just do it:

During a prior attack whether you are using their block stun or your own,
-buffer jabx2 in the block
-parry whichever direction you want, this is the wildcard
-use the fireball or reverse fireball to get the forward out

  • if high parry, forward to down for the extra forward needed to count as demon input for quickest exec.
  • if low parry, down to forward for the down forward to count as demon input for quickest exec.
    -lk, hp

Ooooops @telesniper. Rattled it out in a rush and made a mistake. After the initial parry you do Kara throw with his command overhead. So yeah there is a strong punch in there.

I thought for a long time that the first lp in the throw would count to the following demon input but it doesn’t.

Actually I was thinking about the extra distance gained by cr.hk vs cr.mk for Kara KKZ. To hit Remy, Oro, Ibuki and 12 after the lp reset you must Kara so I wonder if it matters to get the extra distance. Also I’ve used that Kara for AA or to chip before but always assumed mk and hk gave the same distance.

I watched some hand videos of Jiro and in these videos at least he did input throw unless there wasn’t a parry. He did a wake up low parry, then t.Strong->double tap Jab-> t.Short-Fierce.

In a different video he did a standard SGGK with t.Strong, but didn’t buffer the Demon, Dudley neutral jumped the throw so then he Demon’d.

In @ESN 's video, which is like 6 years old now lol, he combines both. Now against a practice dummy, I pulled it off a few times, but like I said, I mashed Jab untill I seen the start up of t.Strong, then input t.Short-Fierce. Feels very weird on my hands…

For Reset-> KaraKKZ, I’ll do cr.RH, it’s easier on my hands and it’s the same positioning to do Makoto’s backwards Kara EX Fukiage. It depends on the position of the st.Jab in my experience if cr.Forward doesn’t get you close enough, though I think that’s happened to me only versus Ibuki.

That damn troublesome Ibuki!

Hey ESN is there much variation between how much cr.mk and cr.hk move the shotos forward?

Iirc, that cr.hk extra range over cr.mk only exists for demon cancel, precisely cause of the demon property to be able to cancel any grounded move on any frame. KKZ doesn’t have this, so it’s a regular kara (cancel on first frame), and cr.mk range = cr.hk range (13 iirc). If KKZ could do the same as demon, that kara cr.mk KKZ (or whatever) would be way easier to do. (execution wise, timing to connect to KKZ would still be strict)

So does that mean that at max st.Jab (elbow) range, Kara KKZ can’t get the full amount of hits on smaller characters?

Jab range?

The max range at which it’s an elbow, instead of a fist that connects (I should have said cl.Jab…). I said earlier that a few times (on I believe Ibuki) a KaraKKZ didn’t give enough range for the first blast of it to hit my opponent, I remember seeing the kara edge him forward, but most likely it was just an execution error as it hasn’t happened to me in quite a while. Also, it doesn’t seem like the difference between cl.Jab and far.Jab after Short Tatsu is more than 13px.

It’s always a cl.jab afaik, i’ve never seen a far jab after lk tatsu (or bad memory).
I don’t remember precisely but i think as long as you succesfully kara the KKZ with cr.hk/mk, you’re good with any char on which regular kkz doesn’t connect, jab is not really important here.

At the max range that cr.Forward->Short Tatsu combos, it will be a far Jab against Oro and IIRC Ibuki as well. Damn far jab not being reset super able…

Anyways, I went through the small characters and each time I got the KaraKKZ after cl.Jab, it combo’d correctly. So it was an execution error on my end.

EDIT: It also becomes far.Jab at max range on Shotos and smaller hitbox characters.

EDIT #2: Removed vvvvv because it was an execution error… I was still hitting down after going back…

@ESN hoping you could fill me in on a few missing spots on the site. Thanks!

What is the block advantage and recovery of Chun’s Hyakuretsu and SBK?
What is the recovery on empty demon flip for Gouki?
What is the recovery on empty tackle for Sean?

1/ Don’t know why recovery values are missing, weird. You can find them pretty easily with the global view window in the hitboxes viewer, til i update the site.
2/ Recovery of what and in comparison of what? Empty DF has no active frame and you can cancel DF on a pretty large window anyway.
3/ Same here, you can use an arbitrary marker/event but this is no more the same definition.

Not really helpul on this one :stuck_out_tongue:

I think he’s asking how large the window is in which he can be hit, on the ground after empty demon flip, before being able to block.