There are a glitch when set the dummy to allways block and duck, the cr.Fierce allways whiffs, what the hell, why? The character hitbox get smaller when the block animation is active?
Other strange thing… i was trying to make the following combo, Jump Fierce, st.Strong, st.Short, st.Jab xx Ex Rush.
But when i do this combo looks like the st.Jab loses it’s special cancel ability. Maybe because it’s so far, that the move hit’s in the last active frames. X__x
Cook
2
Wow, that cr fierce thing is odd, never actually seen it before - and yes, you’re right about the stand jab. It’s possible to do it I think but it’s really tough - on the other hand I find it makes jab ultra really easy.
Yes, with this setup, maybe you have more frames to make jab ultra, because i am almost sure that the jab hits with the tip and gives more advantage frames.
Hope capcom fix this cr fierce, but i dont think so. =/
Cook
4
I was thinking it makes it easier since it’s harder to cancel into a special/super.
you could call it a glitch, but it’s just hitbox interaction, in general when an opponent is in a defensive crouch (e.g. holding down back), their hitbox is vertically smaller so a lot of things whiff. This is character specific though, the example works on Ken/Ryu, but not Balrog. The corner deal probably has to do with you being much horizontally closer after you crossed him up during his turning animation, you’ll notice that it’ll hit, but if you jump over him and wait for a bit, it’ll start whiffing again.
And the combo, far standing short doesn’t have enough frame avantage to link st.lp, it’s only +2, so if you’re hitting with it, you’re probably chaining into st.lp (e.g. st.lk xx st.lp) so it does in fact lose it’s ability to special cancel.
Good to know about chains loses the ability to special cancel, i did not knew that, this game have so many “underground” stuff.
About the hitbox getting smaller is what i was suposing, so it’s true, thanks a lot3nigmat1c!