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Smoothkitty and tokido = ultimate tokido pose. dope AV

how many frames does a dash take? all, startup, recover.


DASH CHART

Format for the dash chart is as follows:

(1) (2)/(3) (4)/(5)

(1) is the name of the character.
(2) is the horizontal range on his/her forward dash (in pixels).
(3) is the vertical range on his/her forward dash (in pixels). Translation: how
high the “hop” is during the dash. Even dashes with a 0 vertical range are
considered airborne, though; if you hit the character out of the dash
they’ll flip into the air instead of taking the hit on the ground.
(4) is the horizontal range of the character’s back dash (in pixels).
(5) is the vertical range of the character’s back dash (in pixels).

added 7/15/03 - Example time! Here’s a simple walkthrough for those who can’t
decipher all the numbers below:

Blanka’s dash has stats of:

Blanka 113/22.5 113/22.5

So what does this mean? The first number, 113, means his forward dash moves
forward 113 pixels. The number adjacent to that, 22.5, means that his forward
dash has a little hop in it that’s 22.5 pixels higher than the ground. It’ll
go over moves that are shorter than 22.5 pixels high, such as a ground
fireball.

The second set of numbers are the exact same thing, but for Blanka’s backdash.
113 pixels back, 22.5 pixels high.

Ryu 97/0 65/0
Ken 97/0 65/0
Chun Li 98/0 133/22.5
Guile 101/14 85/14
Zangief 66/22.5 65/22.5
Dhalsim 69/22.5 58/22.5
E.Honda 85/19.6 85/19.6
Blanka 113/22.5 113/22.5
Balrog 113/22.5 113/22.5
Vega 112/22.5 113/22.5
Sagat 64/0 85/0
M.Bison 102/23.9 89/0
Sakura 88/11.3 88/11.3
Cammy 113/22.5 104/0
Morrigan 118/22.5 117/22.5
Dan 102/15.8 98/37.4
Eagle 113/22.5 132/18
Maki 113/22.5 113/22.5
Kyosuke 97/0 65/0
Yun 113/22.5 102/0
Rolento 99/0 100/0
Akuma 80/0 81/0

Kyo 101/11.7 118/11.7
Iori 102/0 119/22.5
Terry 102/15 95/15
Ryo 88/11.3 88/22.5
Mai 101/9.6 102/22.5
Kim 88/22.5 98/22.5
Geese 65/0 72/0
Yamazaki 71/0 72/0
Raiden 96/22.5 96/22.5
Rugal 65/0 85/11.3
Vice 113/22.5 113/22.5
Benimaru 113/22.5 113/22.5
Yuri 113/22.5 113/22.5
King 88/22.5 96/22.5
Nakoruru 113/22.5 113/22.5
Joe 97/0 64/0
Todo 112/22.5 69/22.5
Athena 112/22.5 113/22.5
Rock 102/18 102/18
Haohmaru 96/0 64/0
Hibiki 81/0 88/22.5
Chang 57/16.9 40/16.9

12/20/03 EDIT: The minimum dash height that lets you “corpse hop” opponents is
apparently 14. The minimum dash height to hop over ground fireballs is
apparently 22.5. E.Honda’s 19.6 height dash looks like he might be able to make
it over, but since his dash doesn’t go anywhere he just ends up landing on top
of it.


-Buktooth systems faq on gamefaqs.

people should really read this thing.

that’s pixel data. what about frames?

haha ur right my bad.

i dont think there are startup or recovery frames to a dash as you can be hit for the entirety of it and i think youre just always otg. as for how many frames a dash is, i cant find it.

what do i do againsgt sakura cross up whores. Against my blanka, everytime she does the cross up trap: x up mk, c.lk x3, cross up again, c.lk. Mix up. Should I anticipate it and sj back hp?? If i stick out a s.hp, or any move, it gets stuffed and i get owned.

learn how to rc elec in between blockstring, or RC forward hop, or jump up+fierce, standing FK at the right distance, Chicken block, roll, blanka ball into clear.

choose one they all work

what’s that?

o shit fanboys got bas name lol to good

chicken block is jump blocking a jump in at the last minute.

How do a chain supers in C groove? ex. level 2 followed by a level 1

is there anything worth RCing with Geese? and I mean not against a scrub where wakeup rc jaiken will hit 90% of the time.

Double Repukken can work as an antiair if you don’t wanna use c.HP for some reason.

what happens after an air block? tripguard is on, but can i get hit on the way down by a ground attack?

Geez, what a horrible misuse of that move. :tdown:

I guess that’s all he has as an invincible reversal outside of super or guess command counter though? Wake-up RC reppuken when the other guy is right on top of you as you get up is a horrible choice that’s for sure. Hit or blocked, at point blank range you’re going to hit by free d.MK xx super everytime for being so foolish with your RCs. With RC jaiken, you get a knockdown when you guess right at least.

That must be a big reason why K-Geese is the best Geese I think. Plentiful wake-up supers available when you need to get momentum back and mixing up between JD or s.LK as he gets up is all Geese needs.

Buk (even though you obviously haven’t posted in this thread for like a month now):

Are there any other uses for Geese’s hcb+K moves outside of a combo?

I don’t think K-Geese needs it at all because he has run already, but the other grooves can use the move as a quick dash. RC hcb+LK, CC versus a Tiger Shot. C-Geese is a scrub favorite character IMO, but RC hcb+LK, d.MK xx super is easier than trying to super directly through a Tiger Shot also I think. That’s it. The one specific use I can find for this move, and only versus one specific character.

The VDO trick is to do the punch throw, hcb+HK to end up close to the opponent, random Raging Storm. Thing’s a waste of meter if you ask me though, and also hard to time. During a bunch of the bad dummy recordings I made (although they looked good at first glance), I had time to wake up with Sagat and do d.MK super before Geese’s super came out.

Punch throw, hcb+HK, tiger knee back air fireball looked like it had potential. It counters Sagat waking up with a d.MK, but Tiger Uppercut beats that for free.

Punch throw, hcb+MK, super jump cross-up MK attempt?

yeah, I use N-geese or K-geese, so I have no problem keeping the rush down on.

Geese can straight run under high tiger shots it’s pretty awesome.

So yeah as I thought no real reason to RC crap with him.

RC the Double Reppuken as far anti-air from the front. The kid that posted before me says to do it whenever you don’t feel like using d.HP, but that’s not the reason. The reason is that it’s an anti-air for an angle that your d.HP doesn’t work at. Geese would have to walk forward before he hits d.HP if he wants to anti-air certain jumps clean (or at least get a trade even) and that’s not always possible. With RC qcf+HP, your invincibility lets you pass through the air attack and the opponent lands onto the projectile during their air attack recovery.

Kitinii does it, so every other Geese player in roll groove should as well. The guy did make it to SBO finals after all… so he must be doing something right. Plus although I thought it was stupid at first, the Rolento RC jump fierce as anti-air he does has actually been working very well for me ever since I started using it myself. I’ve had good impression of the moves he uses ever since, so don’t be afraid to also give RC Double Reppuken a chance.

So like against really far sagat jumpin HK? Like when it hits at the tip?

I will definetly try that out.

I was just watching the match of Bas vs. Ricky on Ohayo’s site and, I saw him do rc head stomp a couple of times to beat out Ricky’s electricity, how viable a tactic is that?

it looked really good to me, it also looked like he was holding up or something, to land at the last moment, then holding back to go to safety. ricky gets handed in that vid though lol.