And just to be a complete noob, what bad habits have I picked up playing online only? I don’t necessarily mean match up wise against flow charters (although if there is something glaring let me know) but is the timing of everything I’ve learned now off? Are doing links different off than online. I just want to know the biggest things that work online but not irl.
Edit: My bad guys, didn’t realise there was an edit button. Noted for future reference.
is there a situational difference to use LK, MK or HK spike? I tend to use EX spike against a Ryu who use C MK, because it wins where a normal spike loses, but the difference between the normal versions?
The difference between the 3 versions is how far the kick goes,lk goes the least far diagonal
Ex version gives u 10 extrama damage and 1 extra frame i think
They all go different distances/heights and do slightly different damage, so Roundhouse is always best to use for damage purposes. They all (including EX), however, have the exact same shitty recovery on Block (-30 frames!!!).
EX has the same range and distance as the Medium Kick Cannon Spike and does slightly more damage on the first hit than the Roundhouse one (10 poins I believe), but it’s JUGGLE point is opposite of the regular Cannon Spikes. The regular Cannon Spikes Juggle on the first hit of the Cannon Spike but cannot Juggle after she gets into the air. The EX Cannon Spike CANNOT Juggle on the first hit and only Juggles when she GETS into the air. Which makes it USELESS to Juggle with the EX Spike, because that part of the move does significantly less damage.
Also, EX Cannon Spike has a whole, whopping 1 more frame of invincibility. Woo. It goes from 5 to 6. Which is NOTHING considering characters like Ryu get a jump from 4 to like 16 frames of invincibility with their EX’s.
Long story short: there is almost never, ever, EVER any reason to use the EX Cannon Spike.
I use lk spike as anti air always. It has 4 frames of invicibility and it tends to trade alot more frequently which is great, because i get to either dash forward for another spike or do ultra. Also because in this habit, when i have someone cornered LK spike as anti air, gives me more of a window to spike again as they fall.
Its 6 frames (normal+1) makes it so that however Ryu times his C MK, it will lose if you use an Ex spike reversal. The normal ones lose from any well timed C MK.
So yes, for me it’s the go to reversal on C MK happy Ryu players, as C MK is always big damage
I suspect the frame data to be wrong tho, it says that both MK and HK spikes hit at the fifth and are invulnerable for 5 frames, but that means that it actually always wins, cause you hit in a frame that you cant get hit. this is definitely not my experience, a well placed C MK wins, and I do see a reversal message and spike whiff on my screen. The only way this could happen is that the first hitting frame doesnt hit much at all, only the second one does.
But the EX version is defintely safe (framedata says even one frame more than first active one, but I would think it is just safe to first active).
Thats amazing, I’ll try that. So you basically use an inferior move to get a a spike juggle that would normally cost you 2 EX. You trade a bit HP for 2 EX Smart.
I kind of know the difference between the lk, mk and hk version of the cannon strike. I’d like to know if these differences have any impact when doing a TKCS.
Is there one that stuns more on block ? on hit ?
Thanks !
( If this has already been answered before, I’m sorry … so many pages on this thread ! )
As far as TKCS’s go, whiffing them makes no difference, really. Short one will make you travel oh so slightly less far. But when you are actually trying to hit someone, I’d always go for the Roundhouse version to make sure you are as close as possible when you land so your BnB of c.lm > c.lp > c.lp/c.lk won’t whiff.
I’m essentially agreeing with you here, but I find myself using EX Spike a lot in situations where I want to chip a down-to-nothing opponent to death, usually as they are getting up. If only because it will beat or trade with most attacks and does that tiny little bit of extra chip if they decide to block instead of attack. The only reason I’m noting this is because that I actually find myself in that situation pretty often, and I’ve won a fair amount of matches because of it.
Also, why in training mode does HK Spike FADC HK Spike do more damage than EX Spike FADC EX Spike? It’s only two hits so it shouldn’t scale down yet right?
Cannon Spike has two hitting periods: the part where she’s still on the ground and the part where she’s in the air with her leg straight. The grounded part does more damage than the air part on all four versions.
The EX Spike, as I said, cannot juggle on the first part! Only the second part which does WAY less damage. The regular one can Juggle on the first part, but not the second part.
So to do the most damage, you want EX Spike FADC regular Spike. But that’s a whole, whopping 10 extra points of damage, never worth the one bar of meter, IMO.
That’s so odd that HK Spike FADC HK Spike connects for the ground damage (150hp) on each hit, while EX Spike FADC EX Spike hits first off the ground (160) then the second hit hits only with the air damage (95). If in fact, I’m understanding this correctly.
Not a big deal either way, it’s not like I’m jonesing for more ways to spend meter or anything. :looney:
Actually, I’m pretty sure it applies to all three scenarios.
Sadly, no. The dumb thing is that EX Spike only has 1 Juggle Potential, just like the regular Cannon Spike (1 Juggle Potential meaning that it can only be used as the first Juggle and no more. When you do Spike FADC Spike, the first Cannon Spike isn’t actually a Juggle. That’s why you can only get one Spike after a Spin Knuckle or a Laser Slicer, because the Spike counts as a Juggle immediately). If the EX Spike had a Juggle Potential of 2, then it could be used somewhere else, like Spin Knuckle, Cannon Spike FADC EX Spike. But because it has the same Juggle Potential as the regular Spike and it still bounces off when it connects, it doesn’t open up any new opportunities. Anywhere you could land the EX Spike, the regular Spike would connect just as easily and do more damage and has the same recovery.
I’ve kind of lost my motivation for the timing application. When I get up energy again the next thing I’ll probably do is make it read the combo from a script. This will allow me to open it up to the rest of the SF4 community and get their input on whether or not the timing is really acurate.