3rd Strike Frame Data

Thanks, but I didn’t find it or anything, I just remembered it from some combo videos.

Also, wow, cl.MK cr.MP wont even work on crouching Makoto, even though the frames say it should. Is she just out of range, or is more weird stuff going on?

I think it’s st.RH cr.MP on standing Makoto, but according to the frames, it should just work on anyone, [S]but I think Makoto is the only one with a fat enough hit-box.[/S] Never mind, works on Hugo, and probably others.

Never heard about these to be honest, but “mak only” looks like the one above.
Will have a look tomorrow.

dander took the green pill

and I use the term “pill” loosely :smokin:

HAAAAAAAAAAAAAAAAAAAAAAAAAAhahahaha I spit out my orange

another reason Ryu is a fucking champ.

You’re right for Sean, his target combo mp x hk also becomes +3 instead of +0, making SA3 linkable.

chun can reversal sa2 a blocked chun cr strong, which is -4.

so wouldnt she be able to reversal a blocked ken low forward since it is also -4? I dont recall ever seeing a blocked ken low forward reversal’d before, of course Ive seen them being whiffed punished.

also why does it seem that ken is at the advantage after a standing forward, when according to esn’s site its - 6 on block.

it works as a “parry trap” against the eternal button pressers, and Ive seen in vids that it works like a neutral situation sometimes, e.g. nuki ken v tokura set nuki would do dash up cr.lp,cr.lk,cr.lk, st.mk. and like three times he caught tokura with a low forward super after the st.mk…what the hell, if this move is -6 on block either people are lagging like hell on punishes or I’m reading the data wrong…

I noticed something about Necro’s normals, almost have very few active frames, some just one… i wonder if that contribute to his low priorities?

it definitely does. however they cover very large areas usually. meaning it’s very easy to catch someone during startup

also i think the majority of his normals are pretty safe on block. especially when you add in any specific spacing.

Yes, especially his “back normals”, he has a lot of frame traps and good confirms.

Are the frames right on Chun’s bHP?

http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=16&sMoveType=fd_normals&sAction=w&iMove=29

I swear the hitbox is bigger than that.

The hitbox on the site for bHP looks a lot lower than it is in the game. If you jump in on from about midscreen distance (I.E. not right next to her) and you hit any button like Alex’s jHP and it should hit around her head or the tip of her shoulder, but her bHP will easily beat your jump in.

You probably mistime your j.hp.
I checked hitboxes, they are correct. Also tried Alex j.hp vs Chun b.hp, alex will win as long as he doesn’t try to hit her too deep.

I think you’re right, but the timing is a bitch.

I sure wish there was some youtube video I could look at that explains that matchup…

anything jump in related is entirely timing + spacing based. you can’t really say anything definitively.

her back fierce stays out a long time and has a very horizontal area.
go look at something like a hadouken and see how tiny the hitbox is horizontally. that’s because characters have pretty huge hurtboxes. if it was as wide as the hadouken looks you would get hit by them constantly while jumping over them. it wouldn’t feel or look correct.

so when you look at a move like chuns back fierce, that horizontal space is enormous plus it just hangs out there and her hurtbox is relatively safe. so any pixel entering that box is going to mean a hit. means its very easy to catch virtually anything. in other words: chun is a whore.

Okay, ESN question:

Situation: Fighting a dude who’s playing turtle and wants you to jump in so they can parry and do whatever.

I’m using Alex (act surprised) and his jump in options in that situation are limited to: Saying fuck it and try to hit them with jHP anyway, jump in throw, or be super risky and empty jump Super/Stomp/Super Jump MP Flash Chop.

So, it’s an absolute fact in this situation if I jump in and hit any button they will parry it. But I jump in and do a very delayed LP/LK and combo into SA2. If they parry the LP/LK I’m going to assume they can’t throw you, but can they confirm (for the sake of argument, Chun’s Lowfoward into Super) and will it beat my super? I assume if they do raw super and it has fast startup (like Dud’s SA3 or I think Necro’s SA1) that should beat my super.

im not esn but:
i don’t think jump jab/short can even combo into sa2.
they could throw you the moment you land.

they could parry and start super before you can even start super since you’re still falling out of the air.

i think if they parry you it resets tripguard so you could just land and block and you’d be fine.

also why aren’t his other normals options? jumping strong can be tricky if you whiff it over their head. sort of like doing remy jumping fierce, it recovers right before hitting them and then you throw them.

other moves just mess with parry timing a lot. his jumping forward has huge range. roundhouse too.

Nope. I tested it with them standing and crouching. You can combo into jLP/LK into SA2 with Alex. The timing is tight -like 1 or 2 frames- but it can be done.

Just… don’t jump? This seems to be one of the usual noob traps; If I jump and try to attack, he’ll parry me, if I try to empy jump, he’ll throw me immedietly upon landing. What you should do, if you absolutely insist on jumping, is to change the timing of your jump-ins, obviously enough. Try to first get a gauge on what particular moment does your jumpin get parried and then change the timing accordingly. Remember, they can’t mash parry, they’ll have to time it. Jumping light attacks are surprisingly effective doing this, if not usually, as they usually have an instant-ish startup and when done late give a little bit of frame-advantage on hit for you to do something upon landing. Another option is to empty jump and then immedietly upon landing do a move that can’t be thrown, but it can be risky of course. Does SGGK work on landing? I guess you could try that too.

… Do you even read posts? Just curious.

Obviously I’m using jLP/LK in this situation because of the fast startup. Of course you change your jump in timing but in this situation they’re going to parry everything. Doesn’t matter what your timing is.

I’m trying to investigate how effective a delayed jLP/LK with Alex might be if you have Super loaded. I’m thinking; they parry it, you land Super on them. They block, you can jump again, try to throw, parry, UOH, whatever. I don’t think they can AA you that late (not even Chun, correct me if I’m wrong) because of the startup of jLP/LK so worst case scenario is they AA early and you got popped up for a little bit of damage. I guess they could parry then block or jump out but who would do that after parrying a jump in?