that’s so tough to hit, i get that like 1/10 maybe, is there any way of starting the super motion before the far st.mp ?
i dont think you can input the qcf before the far st.mp.
most proly he buffered the super so that super will only come out if the far st.mp hits.
anyway yeah press mp and then qcfx2 and release mp(for -ve edge) or really just quickly press the mp, if the mp whiffed, the super wont come out.
keyword is: quickly. if super doesnt come out, you’re too slow.
thanks man, didn’t think about using negative edge.
oh and the super doesnt have to be mp lol… you can use lp(or even hp if it works for you) if thats easier/quicker for you.
i normally lp out of habit because i don’t do supers with the other 2 buttons so mp with negative edge should help, thanks again man :pleased:
I usually use LP so if I fuck up they can’t just jab me out of it.
I hope Combofiend can come on and explain it because to do that so instantly and confidently would take a lot of skill, he must have a secret
I don’t think there’s much secret to it. It’s just an option select.
You just do Stand Strong, then buffer you super motion and release Strong. You do it quickly, so that if your Strong doesn’t connect, you finish your motion before the Strong retracts, so the Super doesn’t come out. If the Strong hits, it cancels into super.
Now, I’ve done this, and had the super come out, but miss on several occasions, so there’s something to it. You can’t hit the Strong from too far out, or it will miss.
Re: the Ryu fight, I remember reading that Shiro explained something about how that works. Since Ryu’s backdash isn’t airborne on the first frame, that means he can be thrown out of the very start of his backdash. So, after an ambiguous roll or blocked step kick, if you wait a frame and do a back throw, you will either throw a Ryu who blocks or tries to backdash, but you will block if Ryu does a reversal DP. If Ryu neutral jumps, you’ll recover in time to anti-air or block yourself. Once you’ve conditioned Ryu to tech throws, you can mix it up with the throw-invincible TT. It’s pretty neat, but it seems pretty frame-tight on Abel’s part. But as Abel players, we should be used to that.
And yeah, standing strong xx super will whiff from any “reasonable” range in my experience. I’m always surprised when I see it connect.
Infil, is that only Ryu who’s backdash has properties like that?
It’s also matchup dependant. I know for a fact that this works at max st.mp range on Claw and Chun because of their reeling hit boxes. Shoto’s are usually safe because they lean back at max distance though.
Thanks Infil!
That was well explained and I really appreciated your detialed answer!
I should clarify that in the Oipa Abel video posted, I think he was waiting too long, and all those throws could have been backdashed by Ryu. He was clearly just baiting a DP and a DP only, and when it looked like it wasn’t coming, he tried to throw. I should also clarify that, after looking at the frame data (below), you don’t just wait “one frame” after blocked step kicks or rolls. You do wait about 8 frames, but I think Oipa waited a bit too long and wasn’t trying to cover backdash in his options, just DP.
The strategy is better employed/timed by Shiro in most Ryu vids I’ve seen of him. For example, he throws Daigo twice in the Kumite video before Daigo techs the third attempt: [media=youtube]W5GYHbVsrvE[/media] (starting at 0:35). I believe both these throws were unavoidable by backdashes. (Notice that the third throw is actually teched by Shiro, which means he was inputting his throw much later than one or two frames after Ryu woke up. This means that you’re going to be covering all your options here, even if Ryu tries to throw you before you try to throw him)
resres, there are several characters for which this applies. Look at the backdash data on the SFIV wiki page (near the top of http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV), and compare invincible frames to airborne frames. Ryu is invincible on frames 1-8 of his backdash, and airborne starting on frame 10. That means on frame 9, Ryu can be thrown out of his backdash, because he is grounded. Anyone with this two-frame gap in their data succumbs to the technique. Ken, for instance, can always be thrown out of his backdash past the initial invincible frames, so the technique is easier to land on him. I’m sure this is a kind of thing Shiro has practiced to nail that 9th frame with enough consistency to make Ryu players nervous about backdashing, even if he doesn’t get it every time. And it’s particularly valuable versus Ryu because the DP starts in 3 frames and he doesn’t have any other real “outs” on wakeup. Characters like Akuma (who is also grounded on frame 9) can just teleport, and characters like Sagat are airborne immediately after they’re no longer invincible, but he can be safe-jumped and approached different ways on wakeup.
In general, I think approaching a knocked down Ryu, delaying a short bit, then trying to do a back throw will net you some success and make Ryu more nervous on his wakeup. You’ll either throw him, he’ll jump (and you can block), you’ll block reversal anything by Ryu, or someone’s throw will be teched. When I’m playing Abel against any character, I know I don’t throw enough after blocked step kicks and the like, since I usually “go for the gusto” with TT or some other thing. Throw is so much safer and I should be peppering it in a lot more than I do.
Totally unrelated, but I watched the Daigo/Shiro fight again (after however many months), and I just wanted to point out how fucking smart Daigo and Shiro both are.
If you watch around the 3:05 mark, Daigo has, say, a 10% life lead on Shiro, and both have Ultra. Daigo takes this opportunity to back himself into a corner, knowing that that is really the safest place for him to be at the time. Being in the corner is the only place where Shiro won’t be able to land a FADC Ultra combo, and kill him. Daigo is maximizing his chances to make mistakes by guaranteeing he can’t die after just one, like he would anywhere outside of the corner.
Shiro realizes this, and takes the very first opportunity he gets to back throw Daigo out of the corner, which is totally counter-intuitive, even for Abel, who doesn’t really gain a whole lot by cornering opponents.
Umm… that’s it. Again, totally unrelated, but I was very impressed.
Some new Rico vs GeoM Modinside with some random hate at the end of the 3rd set:
Part 1: [media=youtube]ZcnlAPS97TU&feature=related[/media]
Part 2: [media=youtube]MGJvneqJWh0&feature=related[/media]
Part 3: [media=youtube]hWXxp7dCQGk&feature=related[/media]
lol rico
I bust up laughing watching the end of that set… so much jumping
Haha, i know, jumping jack rico XD
Whats so funny about the last part? Is it the jumping you guys are talking about or is it the message Rico sent him?
Its the jumping around, too silly. LOL.
ive just uploaded a few new vids, will post the links in a bit.