Campbell's Tip Of The Day

Hellla Gay!!

Since I’m not the one who resuscitated this thread, I guess what I’m doing now is not necroposting lol.

I was rereading the stuff in this thread to see if there was something I missed the first time around and I came across the Rock tidbits. I did take those tips and applied them to some extent to my game but I now have some questions. Stuff I’ve never really had an answer to and have had to accept :sweat:

Okay, so either this is not true or something strange is going on. I can see why you’d say it’s invincible from the first frame of the shift, since that’s what the frame data guide book I “have” says. But I’ve tried the following in training mode, recorded a dummy to do jumping HK into low shorts. Then I hit play and I did: JD the j.hk -> Raging Storm. I couldn’t pull it off all the time but it worked. Also, if the dummy is recorded doing the j.hk extremely deep I can’t pull it off at all. However, since there’s no pushback on the JD and the dummy is right next to me, you’d think the rage run shift would manage to step through. I mean, if the invincible startup of the super can, then there’s obviously at least one frame where I can have the rage run shift start, but no go. Why is this? is the invincibility data wrong?

Regarding this guessing game: I’ve had the shift -> grab work regularly since you look and ARE vulnerable as you land, but I also often get hit by low shorts AFTER the shift, because my opponent did c.lk x2 to try and catch me before I landed but was too slow. So I shift through the first c.lk successfully but then get hit by the second one before my grab connects. Is there a counter Rock has for this? I can’t think of anything so I fear the answer might be “no”.

low counter should work depending on how high you hit the low jump attack. also random safe super :tup:

and umm… i dunno what to say about the 1 frame shift thing. i see people use it the same way they would a random dp/super and it seems to work for them