3rd Strike Frame Data

Honestly, i think you’d have better overall result with empty jump SA2 than this.
Each possibility puts you in a guess situation where Chun has to make a bad choice for you to be able to hit/throw her. And if she does, you only have a ridiculously small window to do it. Not to mention that you’ll NOT confirm j.lp/j.lk into SA2.
Bad gimmick is bad.

No wonder you’re always just looking for gimmicks. No wonder also why you never beat anybody who can see past stomp loops in lag.

But you just said

I don’t know too many dudes who are going to parry and block or jump out. I’m just saying it could be something worth exploring. Not saying it’s gdlk.

And you’re the dude who plays online all day and has bad opinions about everything.

I once played blind and won.

Its funny you say this because this is how i maintain my jump in mks effectiveness and integrity. If i feel like my parrattacks are locked in then do them extra early so that whdn they parry they actually walk forward and usualky into my forward.

Sorry man, I haven’t played this game online ever since the netcode proved to be lackluster. Just practice mode for me with the occasional offline hookup. “Bad opinion” is also an oxymoron as opinions are purely subjective.

Louis if your jab is parried you won’t fall as quick so they might have more time to prepare their follow up. Especially if you land over them a bit, it’s like the squares or rectangles are grinding apart like in an earthquake so it takes a second before you can actually start to fall again.

That would give you enough time to recover as you hit the ground and you could definitely super upon landing, I’m just not sure that their tap forward grab wouldn’t parry the first hit of it. Thing with this, though, is that it’s maddddd scrubby. Certainly good for that moment in the match where they have all your timings down and you need to pull them out of **"

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"** his fire mode or whatever.

It could help mess with their heads a bit but I wouldn’t expect to be some magic 200% perfect routine madness like when agumongreymon plays ggpo.

Just been looking at the subtle differences between normals when you watch the hitboxes in action. As I mentioned in the New Players thread, there are some surprising differences between cl.mk and cl.mp with Gouki.

So after exploring that I’ve been looking at the differences between the shared shoto normals across the big three. Something I did not know until now is that both Ryu and Gouki can cancel far mk into itself during the last few frames. I’ve noticed something that looked too quick in the animation of back to back far mk with Gouki but never thought more about it. In the cancel info panel for Ryu’s version of far mk there is that pesky little purple box that ‘seems’ to mean a move that can be chained into another normal like a lot of Ibuki’s normals or Ryu’s Hp>Hk Target Combo.

Here are my questions to ESN. Why are there two purple boxes under the two green self cancel boxes at frame 23 and 24? Mistake or mystery or is there a strange little know TC for Ryu’s far mk!? lol

Hey guys, anybody here know if the frame data on esn’s site for makoto’s sa1 is correct? It says 0 zero start up frames, which would make it impossible to block if you weren’t already blocking before the super flash. Or is that 1 frame super with 2 more active hit frames following? Does that mean it’ll hit on the frame I pressed the button or the next one?

I got no qualms with the info provided being wrong, it’s free after all, I just want to know it’s really 0.

“A 0 frame move hits the really next frame after the move is committed or right after the superfreeze for Super Arts. Therefore, you must strictly be on guard on this really next frame to block it.”

From the bottom of each characters page. All 0 frame supers that hit can be blocked, even if you’re walking forward when it’s activated, so long as you go back to blocking before the end of the freeze. Prejump frames come into play with grab supers, which is why Demon is inescapable at a neutral position when very close.

Far MK can be cancelled to (far) HK, allowing Ryu to do hk 2 frames faster than if he had to wait for far mk full recovery. Probably the most useless trick in the game!

So…that means…yes?

Now it beats everything not a jab

Not exactly for throw supers, as jump status is instant (just like guard as you said above or parry).
Seems more like the game only allows the back input after a super so:

  • zero frame regular supers are blockable after superfreeze, but not parryable (forward/back input won’t be registered) and you’re also not able to activate anything with any P/K button)
  • zero frames throw supers cannot be escaped after superfreeze cause the up direction won’t be registered (and still not able to do things above)
  • one frame regular supers are obviously blockable and now you’re able to also do whatever you want, including parry after superfreeze
  • one frame throw supers, well, just hold up to escape or activate anything you want on second frame after superfreeze (either by releasing or pushing a button, thanks to negative edge) but you’re anyway probably screwed if your move doesn’t have throw invulnerability…

Then it truly is 0 frames? That just sounds too good to be true, tbh.
I know how the game works, I’m just wondering if this is a 0 frame super or if maybe that was an oversight.

How does this cancel property allow Ryu far HK to become that strong?

so could that cancel be used as a frametrap or somethin? or is hk still to slow …

Wow, I’ve never considered negative edge for punishing supers, that would make certain ones much easier… hmmm = )

On another note, what’s with parrying supers that aren’t zero frame, but you also hold back during the freeze? This ALWAYS blows my mind when I watch someone get hit by a “random” super. They seem to go for the parry as you see them nudge forward, however, they rarely block afterwards… In my experience, this will parry if properly timed, yet block if not. Even watching these situations in slowmo, I can’t see them hit a button. I’d like to think it’s just that they weren’t expecting the super, so they pressed a button, but I don’t see any start up frames for the moves.

The most memorable “recent” one to me is the Kuroda-Elena v Nuki-Chun match quite a while ago… Kuroda did a random super, you can see Nuki edge forward, but is hit anyway… I’ll see if I can find the video…

I’m not sure to understand. You can hold whatever you want during superfreeze, you’ll still be able to parry after it for any 1+ super arts. Keep in mind that for SA with 1 frame startup, you must input forward/down on the exact second frame after superfreeze meaning if you fail, you’ll be hit by super. So if you’re hit by it, it’s either you have missed your parry or you started something else before (or you forgot to block!)…
Anyway, except for death situation, there is no point trying this. You’d better try to red parry second hit if you really need it.

edit: i rewrote “negative edge activation” part in my previous post as i think it was confusing. There is only the second frame to activate super but you have 2 chances of catching it with negative edge.

yeah, even if you hold back, the game will still give you the parry if it’s successful, and block if it would have failed. i don’t know if there is some window within which you get a successful parry only if you hadn’t pressed back, but i get the feeling like that might exist. the reason i still don’t hold back is because parrying can only be done from neutral, so if i successfully parry one hit, then hold back, it will be more difficult to time the next parry without a mistake. this is especially true for supers that have their hits close together. also, it’s really not that easy in practice to react to your own parry and choose your next option accordingly. the only time i would really do this is against 1 hit supers or something with hits that are more spaced apart, like q’s sa1 or something.

btw, on that earlier topic, aren’t shin akuma’s supers unblockable unless you held back before the freeze?