I think the translation has issues, i got thrown out of forward hop.
Yeah, the place where I found that link has comments about missing stuff (stun, damage, frames…etc…). Handy enough though, although the srk wikki is nicer’er.
btw I’ve noticed not being able to slide under fireballs as quickly, startup wise… mainly with EvilRyu… although it may be faster fireballs, reduced time to slide in situational type slides after a reduced bounce-back-ball or maybe simply old age on my part. Seems different though. I’ve been trying to find other things too; seems option selects (my buffered elec/df.hp) are kinder to me lately and cs.hp has been anti-airing more cleanly… although that’s probably just me too.
Did the hitbox on beast roll get altered for the lp version?
lp/mp hitbox seems the same, only hp seems nerfed. I don’t know about the hurtboxes though.
i feel the speed of most of normals has upped. far st m. punch seems to be a much better poke, and cr. hp is a lot friendlier, it has been good to me lately, but my most favorite thing, duck can cancel into lightning… new shenannigans.
speed of both of those pokes is the same. I feel the hitbox of cr.hp is better now though.
crouch -> elec has been around since arcade vanilla. Watch old Mizoteru, he seemed fond of it.
you are totally correct, checked the tape it is more an improved hit box, and yeah crouch elec is just new to me… i am still learning all these things. just started more recently doing homework, and let me say all the hard work you have put in here (everybody) is a tremendous resource. thanks guys.
I find the speed of far standing mp the same but i do feel it’s somewhat better.
On the bad side, i’m throwing ex elec like 2 or 3 times per match when i’m actually going for HP elec. Anyone else having this problem? Don’t think the buff to ex elec now having a 3 frame startup has anything to do with it.
ex elec is 5 frames, and nothing about the inputs has changed as far as I can tell.
mp has always been great.
in testing it feels like the first 4 frames of f.hop are grounded frames. So you are vulnerable to throws and hits will not cause an air reset state. good example is that you can’t hop through abel’s command grabs or get air reset after blocking a step kick. you just get thrown/comboed.
old hop would have been useful vs. yun after ex lunge cause it would hop through ex command grab, normal throw, and upkicks
This move only has really no defensive utility anymore.
Just out of curiosity, did they change the hitbox for Blanka’s forward jump? It seems to be more difficult to block now.
What do you mean? Hitbox/hurtbox, jump/hop…
My apologies. I’ll upload the video later on tonight to help get a better visual. I fought a blanka yesterday. He did a forward jump mk. It looked like he was about to land in front of me but ended up crossing me up. It was super ambiguous (almost to the point where I couldn’t tell which way to block. I’ve never seen his jump mk (hurtbox?) extend that far out before.
Edit: Oops, just realized that I left out “mk” on the previous post.
Jump in terms of frame count is the same, but It’s hard to tell with the angle stuff without a side by side comparison.
I’ve always thought ambiguous jump mk/hp were hard to block though if the person setting them up knows what they are doing.
One thing I’ve got down in AE a few times in training mode is j.hp to crossup but for me to land on the same side midscreen(only was good at doing this in corner vs. tall characters in super), but I would figure that was possible in super as well, I’m just more practiced at the setup.
Give me some time to do some editing. I’ll pull up that match and throw it into slow mo and then post up the hitbox data for super version as well.
Heyo,
In AE, I read before you can combo off overhead rock crusher? I’ve been trying to link to far st.lp xx hp ball but haven’t had any luck, i think ive got the timing totally wrong, when is the link? i think blanka gets pushed too far back to get the far st.lp in. is there something i might be missing? how do you guys do it?
It only works on standing characters. Overhead (b/fs.mp held) and Rockcrusher (b/fs.mp not held).
Practice towards s.mp, fs.lp for timing… then progress to back s.mp, fs.lp xx lp.ball (best bounceback range).
bs.mp, fs.lp xx lp.ball xx super not possible ifaik, ball is too far into move to cancel into super because of the pushback after bs.mp.
A better move would be s.mk, fs.lp xx hp.elec, or s.mk, fs.lp xx hp.ball xx super as a finishing move.
Rockcrusher as a move is quite pants; It starts up in 7frames (Overhead version starts up in 25frames!). Plenty of time for your opponant to sneak in a 4frame shoryuken/jab/throw…etc… even before your move starts. It also can’t be linked after a j.mk crossup because it starts too slow. s.mk (double knees) is a lot better move imo.
Thank Ono for the massive combo buffs (not).
The shoto match is terrible now, can’t bait fireball punish after blocked hp ball with u2 or ex ball.
I don’t even use u2 vs. Ken or Ryu.
If you were relying on that then you wouldn’t beat shotos in vanilla either.
MP ball is still good vs. Ryu. Ken matchup is harder for sure though. Akuma is pretty much the same, though you can’t use ex rainbow as effectively.
I’ve backdashed out of ‘Demon ball-punish’ a few times recently… I’d wonder if it has reduced range or not.Haha… probably not. Maybe I just stick in more hit’s before the stupid ball. . Doh.