3rd Strike Frame Data

I doubt you have any realistic time to hit confirm a jumping light attack into super, the hit stun on those is almost negligible.

And again -proving you don’t read- I can confirm it is possible to do it, the timing is just very tight.

I can make a video if you guys want. Just list some decent no-hassle recording software (not FRAPS!) and I’ll upload the footage. But you could probably do it in training, it’s not terribly hard. It’s not like Mak’s TOD.

If the timing is very tight, I think that counts as not a realistic chance.

if jump jab/short can combo into full sa2 the only non-guess way to use it would be to use it as a DED.

Louis > why would you want Chun to be able to parry and then do cr.mk but not parry then throw?

I can’t test it right now, but if you try to j.lp xx SA2, it has to be very deep, so after the parry i’m not sure your lp recovery will have end before Chun is able to do something.
Anyway, sounds like a bad option overall (i doubt it’s confirmable on hit), and Yuuki is right about the probably only useful application.

I think the purpose of jump lp is to mix up jump in timing but I may be wrong.

I thought I explained it but I’ll try again. Basically, if they parry a deep jLP/LK, their parry and throw will get beaten by SA2. Not sure if (because of the angle) if they can still confirm into Super because according to the frame data site jLP/LK has no frames on hit (but shows 11 on jLP for some reason?) and no frames on recovery. So no idea if Chun can parry then do crMK into SA2 or Ken can do crMK or stMP HP Target into SA3. I assume if they parry and go into a raw super with 1 frame startup like Dud’s SA3 or maybe Ken’s SA3 at 2 frames it will beat Alex’s SA2.

Does that make sense?

I’m uploading a vid right now (recorded in FBA RR) showing the confirm from jLP and jLK into SA2 on Ryu while standing. You can see it counts as 6 hits. Right now uploading is at 6% so yeah…

BTW: Is there any way to load cheats in FBA RR? And how do you get the lua model hitbox viewer going? I get an error if I try to get it going.

Some of the jumping light attacks don’t have a fixed number of active frames cause that number will depend on when you launched the move and when your jump will end. At best, you can have a max number of active frames but it doesn’t make a real sense IMO and i also found out activating a jumping normal too early has a direct influence on the startup value, making the whole frame data thing not really reliable in this case. You can see their value as ‘infinite’ i guess, meaning ‘from activation to jump recovery’.
(hard to explain, hope it’s clear enough)

Even simpler for recovery data missing, it will directly depend on when (how deep) you hit, and so it’s very variable.

That’s what i understood, but i’m not sure Alex will have enough (if any?) advantage to be able to pull out SA2. I’d bet Chun has enough time to throw you after the parry.
Anyway, she also can simply block. All you can do as Alex is throw out SA2, just in case.

I trust you and have no doubt about the possibility to link SA2 after a j.lp/lk. What i doubt is that it’s actually visually confirmable on hit, meaning if j.lp hit then SA2, if not then, block (or whatever). Again, i’d bet of less than 10f to confirm.

Mixing timing, why not, but keep in mind j.lp/lk are easily punishable (by throw for example) on block or on hit if not deep enough, so

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Easier to do if they’re standing, if they’re crouching it’s harder to tell if it confirmed or not visually but if you practice it enough you can get the timing to be pretty consistent.

but for what purpose.

i just don’t understand what you’re trying to do really. when I input a parry against a jumpin, i sometimes jab not long after the parry (pause briefly to see if you parry something).

and you’re going to lose to that based on how deep you need to be to connect that combo. it’s not uncommon to do that either so im kind of confused as to why this is as big a discussion as it is. that’s just not what jumping shorts and jabs are for. they’re for throwing off timing and interrupting stuff to create other openings. its good to know though i guess.

It’s not really a big discussion, I’m just curious if you can use this gimmick to beat parry’ers. Plus you guys said you couldn’t combo off of a jump in so that charged me up.

*Edit: Actually, if it’s timed deeply you can still do stMK (and they shouldn’t be able to throw) into Flash Chop even if it doesn’t combo, but the jump in has to be very deep.

I’m genuinely curious if this could be a gimmick worth exploring or not.

the only wat you’re going to know is if you use it against people who know how to play.
no one said you couldn’t. i questioned it off a jab/short because you have to be so deep it’s essentially worthless.

you can do jumping mk to back fierce combo. just need the right timing/spacing.

After a few tests: even after the deepest possible lp, nothing is guaranteed.
She can block an eventual SA2 and you can’t escape (lol) throw if she tries one. Btw, SA2 is possible for a 1 frame window before she becomes able to throw you.

The gimmick itself is pretty bad and it requires damn good execution.

Also, if she doesn’t parry, looks like you will throw out SA2 on hit or block cause it’s definitely not confirmable (7 frames).

Okay, now I’m confused. Are you saying that after jLP into SA2 she can or cannot still throw you and it will beat SA2? Can she still confirm crMK into SA2? Can Dudley still do raw SA3?

Ok, it’s not that bad actually but still pretty useless IMO as it’s just a gamble on the next move.

After your j.lp:

  • if you perfectly time your SA2 (1 frame window) and she’s already trying to do something, you’ll win. If she was just waiting, she can block it.
  • if you hold up after the parry, you can jump to escape an eventual throw but you’ll be caught by a cr.lp or anything fast enough
  • you can parry anything (didn’t think about this before, one good point)

That’s what I thought. Could you test it with raw super? Like Dud’s SA3 and Necro’s SA1?

If perfectly timed, Alex can’t block or parry. (vs Chun SA1)

Erm, that doesn’t answer my question. So if I do jLP/LK into SA2, they parry, can Dudley’s SA3 or Necro’s SA1 beat it?

Thought Necro SA3 was 0 too.
Dud SA3 has same startup as Chun SA1 (0), so same result, and implicitly you can’t activate super.
Necro SA1 is 1, so Alex can block or parry and logically can SA2 through Magnetic Storm, thanks to his invulnerable startup. One frame window to activate (after superfreeze of necro), so completely stupid/useless IMO.

Just want to add:

There’s no such thing as a bad gimmick for Alex.

And as a rule of thumb -I’m not an execution heavy player, I do scrubby CC combos in Alpha 2 and really simple HD combos in KOF13 and it would take me a very long time to get one Genei Jin combo down consistently- but if I can do it consistently then just about anyone can do it consistently.