Just tested on FBA, Mak v Ryu, frame 1: Ryu Jabs and Makoto taps forward for 1 frame result? parry, of course…
Same scenario, except Makoto continuously holds back 1 frame after neutral, no parry, she blocks. However, this ISN’T the case for supers. The game allows these parries, even if you would have blocked before the hit, ie. I press forward prior to the freeze, then I hold back for the duration of the freeze plus a few frames, my parry still works.
Upon slow mo, Nuki crouched after the freeze, which means he either messed up blocking, or he did press a button on the disappearing “Youtube” frame… Also, I’m a dope, Elena’s SA2 is zero frame lol, either way he should have blocked that. =/
It’s nothing concrete, but I’ve been playing on ggpo and I notice that after close forward you are pushed too far away for jabs and shorts to hit. That is only the case if they try to pre-emptively strike you.
If used as a counter-attack, the jabs/shorts that is, they tend to beat out most normals. Ryu’s stand roundhouse seems to be special in this situation, though, given it’s huge lower hit-box and how this hit box allows for Ryu to be spaced far enough anyway for crouching short to whiff and the other variations of short and jab to be stuffed by the hitbox on Ryu’s stand roundhouse and the displaced hurtboxes new distance preventing any kind of weird trades.
This cancel feature also means that you are simply not pushed back as far as you would be if you had not cancelled the normal.
I think that last part was why they made it cancellable. To cut back on the push back and put Ryu at an optimal distance, as a sort of reward, for being able to get up so close regardless of hit or not.
edit: Saying that it’ll beat everything not a jab is definitely an over-statement but I was just trying to point out the usefulness of it via hyperbole. Obviously, Ken’s cr. fierce will beat it as well as other attacks like it.
0, to me, means it hits on the very next frame, meaning “zero” start up, it just happens. You can obviously block during the freeze, as being hit by a random super in 3S doesn’t happen unless you’re starting to jump, or pressed something.
1, means that there’s build up, 1 frame passes after the freeze, before connecting. You cannot input parry after the freeze for Dud’s SA3, but you can for Jinrai. Why does 3S let you starting blocking zero frame supers during the freeze, but not parry after it? Don’t ask me, I obviously don’t know what I’m talking about.
The thought of something being “zero” frames… that would just be ridiculous, random Seichuusens would be a thing then…
So long as you start blocking within 5 frames of Urien pressing 2p, you’ll block it. or 3 frames into the actual “freeze” that darkens the screen if you prefer.
Funny, EX Aegis actually “erases” any button inputs that happen between frame 1(press)-7(unblockable freeze). Unlike other fast starting supers, where they fully freeze button inputs after 6 frames, EX Aegis instantly freezes button inputs and movement, but still allows blocking and parrying within that 6 frame window, would that mean it’s less than -2?
Most supers freezes take around 50 frames before they’ll actually connect. The vast majority of them take 6 frames, including the button press, before they lock the opponents movement and button inputs. EX Aegis, however, freezes almost everything as soon as both buttons are pressed, even erasing button inputs essentially. Although you can block/parry within those 6 frames, you cannot get a standard punch or kick to get inputted during that duration, unlike all other supers I’ve tested.
P1 : Seichuusen input on frame 1 , P2 : button input+(back) on frame 1-6 results in getting hit as your attack is starting it’s animation, so you obviously can’t block.
P1 : EX Aegis input on frame 1 , P2 : button input+(back) on frame 1-6 results in a block, since EX Aegis effectively overwrites normal inputs. If you try to start blocking on frame 7 (the frame at which regular supers would’ve totally frozen your inputs…), you’ll get hit.
I’ve been testing a bit today and the only thing that can beat out EX Aegis on that first input is Gouki’s SA2, but only under specific conditions…
Frames:
Urien&Gouki, D
Urien&Gouki, DF
Urien&Gouki, F
Urien&Gouki, D
Urien, DF+2p Gouki, DF+P
Results in SA2 coming out first, but it doesn’t erase the input for EX Aegis, so Urien will be hit.
If you delay at all after DF, EX Aegis will always “win”, so Gouki must block within the next 5 frames.
I tried this same setup with many different supers, the obvious ones, Shinsho, Boomerang etc. Switching sides/player as well just in case it would make a difference… Gouki’s SA2 is the only one I’ve found thus far that will out prioritize EX Aegis… Doesn’t matter which player Gouki is.
So technically, EX Aegis hits on frame 7, out-prioritizes virtually everything done on the same frame, but it is blockable after input.
Telesniper: Did you try Sean’s Shoryu Cannon? That’s supposed to have a ton of invincibility frames.
It seems Capcom made some random changes to SF3 between games.
The supers in the first two SF3 games are super fast, most of them are “0 frame” supers. But in Third Strike suddenly Urien has the only non-throw super with this property. I think this might have been unintentional.
Here’s something extra: Ryu has a combo in Second Impact, dHP x HK Joudan. This doesn’t work at all in New Generation or Third Strike. But in Third Strike it does work on Makoto only. I think either the game has been bugged and no one has known about it or Makoto has extra recovery frames against some hits. Also I think Dudley and Elena have the same problem as Makoto but only in New Generation, not in Second Impact.
I kinda got hung up on replicating exactly what I did with Gouki’s SA2 when I did Sean’s SA2, I now realize that isn’t thorough, so I redid it…
I honestly can’t tell you what went wrong with my initial tests, but from my (re)testing so far, it seems that when both players activate a super on the same exact frame, the super that comes out first isn’t “random”, it’s actually on a 1 on, 1 off sort of mechanic… (even number frame v odd number frame…)
Both activate super each from frames 1-5, x=winner (first to freeze)
P1-P2
x-o
o-x
x-o
o-x
x-o
.
.
etc.
It seems like it’s purely based on whether or not the super is activated on an even or odd numbered frame. But what I said still stands, if the super freeze that first occurs is for EX Aegis, it effectively erases the other players super input. If it’s any other (sans Demon and Gigas plus one other…), EX Aegis will still come out immediately following the first freeze.
This brings me to my next WTF moment… If Urien does EX Aegis at specific times (frames depend on the even/odd weirdness) after Ibuki activates Yoroi Doushi, her SA2 will completely beat EX Aegis, as in, EX Aegis will still have it’s super freeze, but the reflector won’t come out! If you time it differently, it will come out, and hit Ibuki after her super. WTF
Makoto can also be hit by Ryu: st.Fwd->cr.Strong->RH Tatsu, tack on a jump in and you have a very beefy combo! (may have to walk a bit after the jump in when midscreen though…)
EDIT: Forgot to mention that I believe that Fierce->RH Joudan can combo both when your opponent is crouching and/or when you stun them with the Fierce (this doesn’t unstun them, it combos “naturally”)
I’ve been hit out of EX aegis before, I don’t see what’s so crazy about that.
Like I mentioned before, super freezes clean up inputs, I dont’ know if they are deleted bu they are certainly cleaned up. Erroneous inputs may be dropped, sure, but I have been meatied out of ex aegis.