Is Blanka the only character in the game that doesn’t have an ez breezy ultra (I) off of focus level 2 or 3 (discounting counter ultras)? Oh well.
They should up the damage on u1 by 50.
the only other character that has problems after focus crumple to land full ultra is balrog. all others can land it without problem or any kind of major damage reduction like blanka has with u2 ga. though, some characters have to dash in to land it, e.g. cammy. but since cammy is a motion characters that’s no real issue to get full ultra.
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This is pretty useless but there are practical applications to the concept. it’s pretty ridiculous dp bait though.
well thats something I’ve never seen before at least! I think it would cause a reflex action - like you said maybe a unique bait now and then.
The frame advantage after a Back throw is 54 frames against normal wakeup.
But all character don’t woke up the time.
If I understand I can group characters in five group (A - B - C - D - E)
A: Adon (the fatest) (47-48 frames?)
B: Juri/Ibuki/Makoto/Rufus/Dictator/Fuerte/Ken/Ryu (53 frames)
C Sagat/ Cammy (55 frames?)
D:Blanka (the slowest) (56 frames?)
E: others character with normal wake up. (54 frames?)
Adon in AE has a normal wake up.
I don’t think group B wakes up weird from back throw. I think them waking up weird from forward throw is a quirk like how certain characters fly farther away from it.
I think Sagat/Cammy/Blanka are the only characters that wake up weird from backthrow now, and possibly Dudley since we lost the unblockable on him in AE.
doing option select cr.mk xx hop to tag backdashes is pretty interesting because of the air reset it causes. You’re at pretty good frame advantage and it’s a very confusing situation to be in after a backdash. Charge characters won’t have charge here either so the followup pressure is essentially free.
fuzzy guard instant overhead also works on claw and dj!
so it is t.hawk, sagat, seth, dj, claw…
dont know why it doesnt work on gief…or why it DOES work anyway…
just in case you dont know:
if you jump in with a hard (HP,HK) attack on those chars and they block it, you can do an instant overhead with neutral.jump.MK! you have to press MK right after leaving the ground! timing is strict, but doable! downside of this is, that it is highly punishible even on hit! thats why you should only use it to finish s.body off!
i like that it works on seth, cuz he is the char I hate most right now!
depending on setup you can also fuzzy guard abel/boxer/rose and a few others.
My problem with the setup is that nj.mk is punishable on hit. I only try fuzzy guards on Hawk/Sagat because you can do safe stuff on them.
It’s nice to have the nj.mk around in case it would kill, but it’s so rare to be in that situation.
whats that setup ves? just wanna know!
does a b-throw give you 81 frames the same as f-throw?
It’s a much shorter knockdown as you can tell that one dash and jump isn’t a safejump with backthrow and 2 dashes and a jump for f.throw won’t even hit characters.
I haven’t tabulated it, don’t really care, haha.
true bthrow is much less, only ~54f accdg to my calculations
is a counter hit sweep just one more frame for meaty timings?
It’s been annoying me that I have to do this tiny delay for the cr.short after a jump whiff attack etc to meaty somebody if I counterhit with the sweep. But I guess I could just use a setup with another frame in it if CH only adds one more.
I think it’s more than one frame. Feels like 2 or 3, I haven’t tested it exactly. If I notice the ch. I just manually do things a little slower and use st.strong.
wtb jab or short recovering 3 frames faster.
I’ve been wondering, how did you work out how long it takes the opponent to recover from a sweep?
I see the number 81 passed around a lot as the general wake up time post-UTKD so at first I guessed it was this, minus blanka’s sweep recovery/remaining active frames, but those numbers didn’t add up.
it’s simple, dash = 21 frames
cr.lk last active frame = 6 frames
sweep, dash x 2, cr.lk = perfect meaty
I just manually test everything.