dr4gz0r
2661
I don’t get where’s the 6 frames things.
That quote just explains trip guard, which can be summed up with:
- You don’t press anything when jumping >> you can instantly block on landing
- You press a normal when jumping >> first 2 frames you can’t do anything, last 2 frames you can block
http://wiki.shoryuken.com/Super_Street_Fighter_IV/Original_Wiki_Page
dr4gz0r
2663
First possible frame would be the first after the 4 frame recovery. It’s the 6 frames number I don’t get :E
OS’s will not come out until the 6th frame after landing. That’s the earliest window. Because you recover on the 5th frame and cannot do anything here.
dr4gz0r
2665
If it’s 4 frame recovery and “Moves inputted during the recovery are buffered and executed at the earliest possible moment.” it should start at the 5th frame from landing, not the 6th.
It is simply the 4 frames plus the start up and sometimes an extra air frame.
dr4gz0r
2667
Yeah, should be air frames, but by what Nu wrote it was like buffering a move somehow altered the recovery frames to 5, which shouldn’t be the case given the bounds of trip guard.
Re-read what I posted. When a move is buffered YOU CANNOT BLOCK on the 3rd and 4th recovery frame. You recover on the 5th and the OS cannot come out until after that recovery frame. Go into training and SJOS on a character with a 5 frame reversal, you will get hit every time. The only way around this is to delay the OS.
dr4gz0r
2669
Oh I got it. I just thought that the move recovered on the 5th frame and the OS could already start at that point.
But I still don’t understand the whole delay thing, if I don’t buffer it and execute it on the first possible frame, does that still count as an OS? I mean, wouldn’t the DP/whatever OS start anyway at that point (since I already recovered)?
Yes its still an OS because youre using the blockstun frames of your jump in to input and mask the move . If the blockstun is not present then OS comes out. Think something along the lines of LoyalSols cr.mp U2 OS against Cody. Youre pretty much using a loophole in the games engine. By delaying the OS you recover on that 3rd frame but with the benefit of getting the OS. Only difference is delaying the OS can be alittle trickier to do than just buffering the OS mid-jump.
Just wanted to say happy birthday clxjames.
Fuck didn’t even think about that sorry guys.
Rikudou
2674
Is there a difference in overall recovery time for the demon flip palm when done early or late within the flip?
Pretty sure there won’t be any difference at all, you’ll have 4 landing recovery frames either way just like normal jump-in attacks (you can’t do anything in the first 2 frames but you can block during the last 2).
Rikudou
2676
Thanks, I was wondering whether performing it early would make the flip more ‘floaty’ or not. We may have lost the high-low mixup, but at least we keep the right-left one…
djKun
2677
The link to the list of characters that could be c.HK after a tatsu is dead
was looking for it
I used to just refer to the matchup thread. Along with other matchup specifics It didnt take long to stick
Anyone on PSN wanna do some endless…been going back n forth with all new characters (Cody/Rose/Gat/Juri) and finally ended with a nice group of characters styles I like. Akuma is right at the top…
Someone be my sensei plz…I play a few as Ken just for proof I’m not a complete scrub lol…then goto my lesser characters Ryu/Gouki
PSN is Omnicloud & Jabriel87