There was a similar setup on Rog and Guile back when we had a normal f.throw setup where you could demonflip throw and if they reversal flashkick/headbutt it would whiff. Rog still would get thrown out of everything else too.
It’s pretty easy to test in training whether or not whatever you’re trying will actually cross them up. In most (but not all) cases where you’ve successfully gotten Akuma to go behind them with his kick, but they are able to crouch block it, chances are you can make it a crossup. I just got it to work with both the ultra and the super.
With the super, you can just hit st. lp and instantly do a lk dive on these characters (and what they can do to beat it):
Ryu: lp dp (trade), EX tatsu
Ken: cr. hp (trade), EX tatsu (one hit)
Akuma: cr. hp (trade), Ex tatsu, lp dp (trade), teleport…
Sakura: Ultra 2 (one hit)
Oni: cr. hp, hp dp, Ex tatsu
E.Ryu: cr. hp, Ex tatsu, lp dp (trade)
Adon: very late/auto-correct hk/ex rising jaguar
Seems like there’s at least fifteen other characters that this will work on too, but I haven’t messed around enough with the timing to figure it out. This is a pretty gimmicky setup off an option most don’t use anyway, but it’s still an option and guaranteed to combo if it hits, unlike a throw.
The ultra version on the other hand seems very much worth using. Worth using over a crossup fireball simply because it forces a stand, and they can’t reversal it. On the characters I’ve gotten it to work on so far (mostly shotos), normal moves cannot stuff it, and reversal attempts get outright stuffed. It mostly loses to vertical ultras.
are you saying you can do it easily with almost any df timings ?
Because I’m at 8 hours spent on this in training without success for Sagat.
Seems not that easy for me.
I’m not sure what you mean by “easily with almost any df timings”. I never said that they were all easy to do. I said that there’s different timings on different characters, but some characters are pretty easy to do it on. If you simply want to see the crossup actually working for yourself, just take Ryu and throw him, do a st. hk (like Infiltration was doing last year) and an instant hk df with an extremely delayed kick. It will crossup a crouching Ryu. Completely unsafe though. Or just try the super version listed above on Ryu.
For Sagat in particular (bnb combo), he doesn’t have to be crouching (until playback) since the kick hits him from every direction they hold aside from standing block. Jab whiffing seems too slow, but it feels like to get it to cross up, it’s a frame or two faster than whiffing a jab. Thing is, it’s not actually a frame perfect crossup, there’s a larger window than that. To see if you are getting it correctly on Sagat while recording, simply look for the kick spark to explode either right below the belt in the center, or more towards his back side, exploding from his front elbow.
Oh yeah, are you using a monitor that’s 16ms or less?
You can do that on Sagat now, but damn if the timing is screwy.
Sorry I was busy working and didn’t play yesterday.
Thanks for all the description though, I’ll make sure I get a result before I come back with a reply
My monitor is my Imac 27 one. But that’s not the issue here, I didn’t get the “almost” lp whiff delay before DF on my first read, so… hm my fault.
God, I had no fucking idea Akuma had a universal safe jump against sixteen of the cast (two or three more as well unless they can ex) that’s deep enough to combo. I hadn’t honestly been experimenting too much on my own until recently and mostly just dug up info from the forum. Instead of using this simple jump in (which isn’t actually listed under Metallicaband’s throw list), I would do dash dive/palm setups to get close on characters that could not be double dashed with a kick. Never actually had problems getting in, it’s just that some of the listed setups don’t actually do much other than stuff reversals, but they aren’t deep enough to combo. This even works on some characters that you could already double dash jump kick on.
Against: Seth, Sagat, Sakura, Juri, DeeJay, Honda, Cody, T.Hawk, Rose, Dhalsim, Bison, Vega, Balrog, Chun, Rufus and Viper you can just dash once, then walk for half a character’s distance (half of a full square) and do a jumping hk. Of course it gets blown up by some supers and ultras, but up until that point it’s completely safe against reversals.
Ok finaly got it easy with that huge delay after sweep on Sagat. Keep in the poket to use against unawares…
-snip-
Those manually timed safejumps are a real bitch to be consistent with though.
Nah, not this one. I’m assuming you’ve tried this specific one before, but if not…give it a shot. The actual walk distance is pretty exact too and really easy to memorize after only about five to ten minutes. I wish I had known about this jump in a year ago. Like seriously…I never had a way to actually land a combo on either DeeJay or Sagat after a throw.
Nah, not this one. I’m assuming you’ve tried this specific one before, but if not…give it a shot. The actual walk distance is pretty exact too and really easy to memorize after only about five to ten minutes. I wish I had known about this jump in a year ago. Like seriously…I never had a way to actually land a combo on either DeeJay or Sagat after a throw.
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Nice find. I think you can even safe jump 3 framers if you do it a bit early, or even high low mix ups on wake up if they are catching up. But i think it has one major flaw! It loses from reversal ultras. When i tried it, i blocked the reversals in time but not the ultra ones!You have the exact timing down, can you try it and see if i did something wrong?
You can’t safe jump 3 framers except by empty jump. You can only block on the 4th frame after landing from a jump attack. 2nd frame iirc if you empty jump
In the post where I mentioned the characters it works on I said that it loses to some supers and ultras. This is the case with many setups though.
And on Sixteen of the cast this isn’t whiffing on neutral or wake up block ? A safe jump is supposed to hit meaty to settle any kind of pressure.
Just pointing the obvious
When I was messing around in training with this, every time I would pick a new character I would let the recording jump in while the character just stood there in neutral to make sure it hit like I do in the video with Seth. I can go back over it again though to make sure I didn’t actually forget to do that with any of those listed. The reason I didn’t show it happening to every character in the video (or even showed all characters it works on) is because I assumed the viewer would understand that I made sure it hits neutral.
Besides that, there’s option selects to deal with neutral and backdashing. The video was just to demonstrate that it’s a safe jump against specific annoying characters that you may or may not have been able to (non empty) jump in on successfully. On some characters, like Sakura, where you can double dash and jump in this works, yet on a character like Cammy, who you can also double dash jump in on, this whiffs; most likely due to her wakeup timing, but it’s still kind of odd. Also, it’s not like Seth, Dhalsim and Bison couldn’t simply teleport.
As far as it being meaty goes, it stuffed a great deal of the non ex reversals, which is why I used the ex reversals to demonstrate.
Alright if you tested it on pure block and no whiff I trust you Just wanted to be sure it wasn’t again these half setups to stuff things with no real pressure in the core.
And of course meaty open all OS, no need to say.
Great idea that seems quite easy to use. Training mode tonight.
Ok, I’m glad I decided to be a little bit more thorough with this; because the findings were actually not what I expected (much better than). I went through every character that did not have a 3f reversal and tried the timing the in above video on them in neutral, crouching and crouch blocking to make sure it would hit. My initial findings were exactly as stated in the above post when using the same timings in the video.
However, since you could safe jump Fei, Guile and a few others after a sweep, I knew that because of this you could safe jump them after a throw; but I couldn’t ever seem to get one on them, and the timing of the above video does not work. I also thought that Yun, and Ibuki could hit me with their ex reversal as well as Yang with a normal reversal. Wrong. You can safe jump them all. Basically, there’s 30 characters (not 16) that you can safe jump after a throw that lands meaty enough to combo with a st. fierce. The main difference is that instead of exactly half of a square before you jump, it’s one small cube sooner for those with faster reversals/wakeup times. Doing the original timing on Makoto simply led to her whiffing all of her Fukiage, but with the earlier timing it does a wierd counter crossup (can’t combo). Anyway, I’ll upload another video later and I’ll see if I can slow it down so that you can see the timings easier. Hell, can even safe jump Zangief.
This actually is a nice set up!I will use this timing to have more set ups after the fwd throw and to confuse the better players, that don’t mash wake up ultra! Having variations on set ups, specially on the fwd throw, wins matches! But IF you are going to use this set up on mashers, i d recommend that you do it early in the round when they don’t have ultra stocked!
I don’t like using the squares to time set ups, cause it works only on training stage!To time the set up, i use akuma’s steps…that’s fwd throw~dash~one full step+1mm and then jump meaty! To get that 1 extra mm, i do: dash~one full step and hold the stick forward. As soon as i see the full step complete, i hold FWD UP and go meaty! You see, the 1ms difference between the eyes and the brain commanding the “FWD UP” gives you that extra 1mm! don’t know if i make sense but this helps me get the timing down! My guess is, you could safe jump 3framers without that 1 extra mm…needs testing!
Now about those reversal ultras…i just thought, what if we do the set up and we do not press the button to attack! I think we will just be able to block in time even the ultras and still be able to tech…but it needs to be frame perfect! Wouldn’t be nice, if we could rid of their ultras and fuck their mind the same time? They would feel very screwed! I will try this tomorrow and let you guys know if its possible!
Something interesting I found when I slowed down the playback. I was way off with the description on the spacing. The description is actually for 4fr reversals (as well as atypical 5fr), and for 5fr you walk a whole character’s space. I’m not sure why I couldn’t tell from watching what I already had at normal speed (and hitting spacebar). Finishing the video for all of the characters atm.
This is just for demonstration purposes to show that all of these characters can be safe jumped. It’s not necessarily the best option pre-super or ultra, but it’s just something else to keep in mind that’s relatively universal. Aka, the old exploding heart technique; just not quite as braindead to perform. The timings listed aren’t necessarily what any of those characters have for their reversal, it’s simply the timing that works for those characters (I’m assuming due to a difference in wakeup times). I also only really listed the most common reversal for each character for AA. So if it says “nothing”, that doesn’t mean it can’t counter specials, it just doesn’t counter AA specials.
4fr Timing
Fei - stuffs: nothing, loses: U1, U2
Ibuki - stuffs: all non Ex Tsui, loses: nothing
Makoto - stuffs: all Fukiage, loses: Ex Karakusa, U1, U2
Dudley - stuffs: all non Ex upper, all cross counter, loses: Super, U1, U2
Yun - stuffs: mk, hk kyaku, loses: U1, U2
Guy - stuffs: mk, hk kyaku, loses: U1
Yang - stuffs: mk, hk yutai, loses: U2
Guile - stuffs: nothing, loses: U1, U2
Blanka - stuffs: almost everything, loses: Ex vertical, Super, U1
Zangief - stuffs: nothing, loses: assuming only U2. Will need someone else to test this out (I’m using a hitbox layout and 720 motions aren’t worth my time).
Rufus - stuffs: all non Ex messiah, Super (hp version), loses: U2
Adon - stuffs: lk rising, loses: Super, U1, U2
5fr Timing
Sagat - stuffs: nothing, loses: Super, U1, U2
Seth - stuffs: lp shoryu, loses: Super, U1, U2
Honda - stuffs: mp, hp headbutt, loses: Super, U1, U2
Sakura - stuffs: all non Ex shoryu, loses: Super, U1, U2
Chun - stuffs: all non Ex SBK, loses: Super, U1, U2
Dhalsim - stuffs: everything?, loses: Super, U1
Abel - stuffs: all rolls except EX, loses: Super, U1, U2
Viper - stuffs: nothing, loses: Super, U1
Bison - stuffs: non Ex crushers, loses: Super, U1, U2
Cody - stuffs: nothing, loses: Super, U1, U2
Hakan - stuffs: nothing (need to recheck), loses: U2
Balrog - stuffs: nothing, loses: Super, U1, U2
T.Hawk - stuffs: need to recheck, loses:
Juri - stuffs: all non Ex pinwheels, loses: Super, U2
Vega - stuffs: all scarlet terrors, loses: U2
Rose - stuffs: all non Ex soul throws, U2!,loses: Super, U1
DeeJay - stuffs: nothing, loses: Super, U1, U2
Elf - stuffs: stupid shit, loses: Super, U1, U2
Gouken - stuffs: all non Ex tatsu, loses: Super, U1, U2, Counter etc. Not really worth using on him over palms/flip throws I would think. Can be used if he has no meter and you’ve been doing empty jump > low a lot.