Chat about anything thread

canceling normals to backhop can be interesting and it lets you play a bit of a cat and mouse game. It can also open up a f.hop gimmick for your opponent will be expecting the backhop.

Backhop in corner to dodge lows, then ultra as a whiff punish is an occassional thing you can do.

Backhopping away from your opponent with u2 charged and them in chip range can be intimidating for characters who can’t punish unless close, this causes them to rush in and you can ex upball/ex horiball them pretty easily.

Backhop can be used for very specific positioning after certain hard knockdowns, notably super and U1. You can put yourself in a position for a very ambiguous jumpin by doing backhop, then f.hop, dash, or kara f.hop. Actually sometimes unblockable!

U2g is great against Sagat, especially if the player has chosen their fireball ultra. The projectile invincibility of u2 leads to a funny counter ultra whiff if they try to fire off their ultra during your startup animation. Nothing looks as cool as a shitload of fireballs whiffing past blankas head. I wonder if it can be baited with a safeball setup, activated as a counter ultra and still work? I presume it might also work on guile, sak, ryu and dan too, situation dependant.

Thats what I was wondering, bhop for spacing/setups safejumps etc would be nice to find a new one after f.throw

4600 PP puts me in top 25 on the XBL NA leaderboards, go me.

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F.Champ at 9:29…LOL

some quotes:
-japs say blanka-dhalsim MU 6-4
-blanka is easily one of the best chars in the game
-blanka beats viper (I agree)

If you don’t watch these :

http://www.eventhubs.com/guides/2011/sep/30/blankas-hit-box-information-super-street-fighter-4-arcade-edition/

yay!

I am happy even though I wish the scans were higher DPI

i would love to know why the japanese players think blanka beats sim and honda.
i do agree on the blanka - vega match… vega is really tough… his pokes are annoying as hell.

Uhh, Taku said Honda was really hard, and that Sim was 5-5…

Crouching strong is not in these scans.

You see the ridiculous hitbox of the U2 PPP ?

Yeah they messed up with cr.strong and listed standing strong twice.

Notable things:
b.throw having more range than f.throw is confirmed

Japanese people are bad at showing relevant frames

I will cross check this with the Super Frame data side by side as soon as I have the time and will let everyone know of any differences I see.

Look at that crappy hitbox on anti air ultra2…

May have been obvious but I didn’t know ex-elec couldn’t be swept. Looks that way anyway.

Nice, it should be 3 times as wide. Damn. Wish roll hitbox was bigger also. At least on lp roll.

Was about to say, turns out b.throw has longer range after all!

Super useful frame to show for cr.fierce. :confused:

Actually, the EX Elec has this big hitbox in just ONE frame, after that, it has the same hitbox than the HP.

About the big hurtbox of Hori Ball, yes it’s crazy i know, say thanks to Arcade Edition.

If you want, i can upload the hitbox of the crouching fierce at the last frame.

I lost the link of the document with all combos character specific, can someone give me the link, please? Thanks.

**http://tinyurl.com/6x4ftxh :tup:
**

Anyone use rockcrusher > sweep as a frame trap? Worked well for me today. Trying to figure out other ways to break turtles down.

on hit ?