I’d be interested in any scripts you want to share, thanks!
In the previous SF3 games, a ton of the supers couldn’t be blocked on reaction. Capcom changed all the old ones for 3rd Strike and I wonder if it was a bug or deliberate.
One other thing, you have Tyrant Punish as doing 0 stun damage. It actually does 8 stun damage, but only Chun Li (I think) is small enough to get hit by it.
Thanks again for your answers and again great job on the site.
Right again for Tyrant punish, seems to only happens with crouched Chun. I don’t understand the “small enough” though. Why does this matter?
I’m gonna make a zip file with some useful scripts, with some explanation on how to use them.
I’ll send you all this probably during newt week.
Are you familiar with LUA and PHP?
Based on what I can tell, she is too small while crouched to get hit by this like everyone else. Urien tries to hit the opponent with the lariat part of the super for 8 frames. If this fails he swings his arm around for the stun hit. Chun Li’s crouched box is so small that even while reeling from a hit he just can’t quite strike her with the lariat so she gets hit when he swings forward.
I just found out about LUA yesterday so I don’t know anything about it. I found some info about it on a mame website.
Excuse me for interrupting, but does Chun’s sa1 have that hitbox glitch too? When the fireball is fully out at frame 62 it starts to flash off and on at alternating frames.
I know there’s data on jump startups for some chars, but is there data for the number of frames it takes to reach the apex of jumps (neutral and diagonal for both regular and super jump) for each character? Bonus points for giving data on Oro’s double jump, i.e the number of frames from the start of the second jump (neutral and diagonal) to the apex of the second jump.
Probably not that useful, i was thinking it would help in knowing the earliest time you can buffer an air parry if you
go airborne, especially for situations where people dash under you and attack if you jump towards them.
So Ryu’s cl.MK cr.MP works on standing Makoto, even though ESN’s site says cl.MK is only +4 on hit, and cr.MP has 5 start up frames. Are the numbers just wrong or is something funky going on?
EDIT: Nvm, Makoto gets extra hit-stun, like how Q and Ryu get extra block-stun, doesn’t she? If she does, is there a full list of them somewhere?
Wait, now I can’t hit cl.MK cr.MP on crouching Hugo or Q, even though I should be able to. Wat.
As far as I know, Q gets 2 extra frames of block-stun while crouch blocking, and 1 extra frame while stand blocking. Ryu only gets 1 extra frame while crouch blocking. I think. And I’m not sure if Makoto gets extra hit-stun.
That explains why certain parries become red parries with Q… Cool! I was getting well spun out recently testing parry stuff and half of it suddenly didn’t work when I tried it with Q.
well they also have different hurtboxes and push boxes.
so something that may, at some point in a sequence be out of range for one character, may be in range for another.
so parrying is never really 100% consistent even disregarding Q. oro only does like 7 parries for each part of chun’s sa2? or something? i forget but it’s different for him.
Really weird and specific shit here. You’re absolutely right about the extra block stun, Ryu cl.mk become +7 on hit instead of +4.
But, seems it’s unique to Ryu cl.mk, any other move i’ve tested still have the usual frame advantage. Same for other chars i’ve tested with, inluding Gouki cl.mk.
And it’s also specific to Ryu vs Makoto.
Good find!