They did change s.hp though, you can’t link anything after a counter hit. Before you could get a jab but now cr.lp doesn’t connect and s.lp won’t combo.
This fucking game lol
WTFFFFFF can’t link anything after b.mp counter hit either??? How do you frame trap with this character?
Yeah I wouldn’t be surprised if f+HK wasn’t actually plus on block. In the original frame data listing for Ryu his s.HP and b+HK were listed as plus on block, but now they’re corrected at being negative 2 and 0 respectively.
Man her super does almost laughable damage for a raw super. I did find some cool stuff with hooligan, but in general I’m a bit confused. Think we are supposed to use divekick more but it is still kinda finnicky. Usable though at least.
Hm seems like divekick is punishable on block at about the knee or above. RH seems to be even worse I just hit someone on the toe and held downback and got jab punished on block.
I’m getting jabbed out of the s.hk when I try this. Also the s.hk is not meaty enough to link into lp. That is vs Nash though. Are there different wakeup timings?
I found that b. mp is a nice meaty after the dash forward, but I don’t think you can link anything off of it :[
It works, but only after close spiral (so punishes mostly). If you’re buffering in footsies you get more frame advantage and it whiffs I think.
Alternatively you can do whiff cr.lp, f.hk and it works vs both getups too.
You’re right that s.hk won’t let you combo after if they try to backdash or jump out (you get a regular hit) but if they press jab or throw you counterhit them into crush counter. Doing the f.hk setup has less reward (no crush counter) but also less risk since you’re -2 on block and with the s.hk setup you’re -5 if they normal quickrise.
You’re -5 after a blocked s.hk but this is pretty meaty isn’t it?
s.hk seems like a slow startup move (7~9f?) and you’re crush-countering a 3 or 4 frame jab pretty solidly, which means you should be about 3~5f meaty…? Is it really this negative if they block?