I should update the move times to hep test.
@Mehtbh and yes it’s using the hitstop
Anyways… was playing against a Zangief yesterday… and I guess this will be classified as an OS
I guess this setup will work on any character that you don’t mind setting up a meaty LP ball …
basically… knockdown (doesn’t matter which one as long as they don’t tech)… space properly if needed… LP ball… mash electricity…
If they block… nothing happens… if they back dash they get electricity…
I was doing this for a long time but didn’t really think about it until I played against this Zangief player and for some reason loves to backdash…
-LAU
I finally got some time off from work to be able to go to a decent sized tournament. I’m going to work on compiling notes to take to tournaments. Most of the stuff on this forum is either super spread out, outdated or just incomplete. First thing I want to work on is a table for backthrow setups, back throw - dash - (jump mk/fp/rh) specifying which buttong is safe, crosses up, unblockable etc. I think I saw something like that here once but I could not figure out how to read it for the life of me
Basically, please link me to anything pertinent regarding the above or other UP TO DATE matchup info so I can compile into something we can all add to and upload to phones to take to events, etc
I’m thinking of a goggle doc kinda thing.
edit: this is shingouki00/intehweeds oops
Yeah I keep meaning to do that stuff myself, I’m just lazy and have a lot of it mentally cataloged.
stolen from coop
corner
f.throw, backdash, f.dash, j.hk
sagat -
neutral - whiff
back - hits blanka lands in back
forward - blocked blanka lands in back
dp - whiff
f.throw, backdash, f.dash, j.mk
cammy -
neutral - hits blanka lands in back
back - blocked blanka lands in back
forward - hits blanka lands in back
dp - whiffs
boxer -
neutral - hits blanka lands in back
back - blocked blanka lands in back
forward - hits blanka lands in back
reversals - go out of corner, all armor punches will absorb the hit
testing other characters now
FRONT (!!!) throw in the corner VS cammy!!! not gonna happen…
but nice vs the rest! good find/steal ves
it should work more on other characters, but it’s nice to have.
in corner vs. cammy I would still prefer f.throw, whiff hp ball, cr.mp, j.ho but it’s nice to have other options to give people more looks.
ooops
do those corner setups work in both corners?
On the characters I tested yes, but I didn’t test everyone so it’s theoretically possible some other character it doesn’t work equally on both corners.
Deejay gets up 3f late from f.throw, no idea why I didn’t notice that before. Probably because I meaty electricity him 99% of the time i knock him down.
still working on the notes thread, but I’m experimenting with crossunders with u1/super, you can get some really interesting spacings, definitely unblockable/fake crossup potential.
dunno where my copy of sfiv is since i havent played in a while so i can’t test this, but max range cr.hp can be cancelled into a level 1 red focus atack and connect for a 2 hit combo? that should crumple in ultra right? could be a great punish for things like whiffed moves at 2 character lengths when you have no charge (ie all the fucking time)
what other things can red focus do to make blanka good?
cr.mk xx mp ball red focus > cr.mk u1 I guess if it would do more damage than comboing to super.
we’ll have to know red focus startup first though.
does max range cr.hp combo into level 1 focus attack? from the vids startup on red looks the same to me
they said that red focus will have different startup, so i dunno.
max range cr.hp xx level 1 works on most charactersI think? I just tested a few and it did. Though absolute max range doesn’t work as you can’t focus cancel the whole move and some of the end frames are a tiny bit farther.
max cancel range worked though.
i dug around and found my copy of sfiv, my stick is all dusty! i should have checked back here first since you already answered but yeAH i found the same, cancel window ends just a few frames before the farthest hitting part of the move but for the most part its effectively a way to easily crumple by hitting with cr.hp which i think will be very useful. if startup isn’t longer, do you know how many frames slower the Startup of red focus would have to be for it to not combo?
cr.hp does 24f of hitstun, level 1 focus is 20f, so you have 4f of leeway i guess, ch is +27 hitstun.
So, has anyone tested to see if Blanka has any proximity guard OS setups?
I’ve been busy but I’m gonna try.