I was playing around with that punish too and found that I had about a 90% success rate when I used the MK version of the super (the other 10% that was blocked was when I had him do the EX Dash Straight from full screen and the screen moved after blocking it).
All three versions of her super have slightly different properties/distances and for some reason when you try to punish EX Dash straight with the LK or HK versions of the super, you’ll have much less success than using the MK version.
Wtf :wow:? What is Edma doing here? Did Dae send you to come after me cuz I called him an old man and threaten to take away his meds :shake:. Or are you a Chun Li player disguised as a Akuma player? :china:
I’m not sure about this one, but the reversal window in this game might not just be 1f.
I was testing safejumping before by recording chun f+throw, safejump and doing Ken’s hp shoryu. Sometimes it would get blocked by Chun and sometimes it would hit when it always said reversal.
Looking that the frame data hp srk is 3f (Not safejumpable) and since the action was recorded Chun should be jumping with the same timing every time.
Anyway, that might be a reason why getting something out as reversal doesn’t always equal punish, it might also be that the reversal window is different depending on what you’re doing.
Maybe on wakeup you have a longer window to buffer a reversal than you do after blocking a move (to benefit from focus break properties easier).
It should be mentioned that I tested this safejump issue several months back so I might be remembering it wrong.
^^^ good hypothesis if you dont mind me saying so…
i think that “something” fishy like that is going on here… capcom seems to have really done there homework on this game.
the only things that i’d say capcom fucked up on are sagats karas feis old infinite and chuns hp and lack of all around ways to land ultra… and MAYBE vipers super jump cancel to ultra…
but thats just me… i see alot of thought into how they programmed this game.
About what skatan milla said. I can safe jump on guile super lk though the frame data said startup = 1+2.
That’s strange
About what edma notice, like Darklightjg1 said, mk super hit balrog every time (for me) after a dash ex straight.
Twilightfox talk about hitbox also.
And i remember the glitch on dictator when sometime a cr lk whiff on him though he is in block stun…a cr lk has 4 active frames and all of them whiff on dictator. That’s strange.
So if the trouble is about active frames ?
when you look frame data super = 2(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2 for active frames.
So the first hit have 2 active frames. If for a reason, you cannot hit your opponent with the first active frame then balrog has time to block, no ?
So perhaps after a dash ex, as all of them are pushed back (chun after the block and balrog in his recovery), this set tup cause the first active frame whiff with lk super and hk super.
I notice something else :
I was trying to record a jump option select with ryu ( jump follow by dragon).
When my record ryu jump on me but with a cross up, it mess with the record. Ryu jump and whiff his attack but no dragon come after.
So it’s look like when ryu do a cross up, he stay airborn more longer and my record don’t work anymore.
So perhaps it’s the same thing about the lk super of guile
When you do his super, it’s look like he lower his hitbox. So perhaps, chun li land faster
and she have time to block this 3 frame move though it’s impossible normally.
How could it not just be 1 frame though, the definition of a reversal is a move that activates on the first frame. A reversal that activates on the second frame is a contradiction in terms, and if reversals sometimes activated on the second frame then people would constantly be meatied out of invincible reversals.
Don’t you recover from block stun one frame faster if you block standing then crouching, or something like that? I know, for example, punishing stuff like blanka ball is much easier if you block standing and there are some punishes that only work if you block standing. Maybe the people who are doing it easily and making it work are blocking standing, while the people who are having a hard time are blocking crouching?
No; you suffer the same amount of hitstun and blockstrun whether you are crouching or standing. The reason why Blanka ball is only possible to punish some ways (Chun: Dash -> Walk -> St. Mp), is because when you crouch your hurtbox is wider than when you are standing.
Since your hurtbox is wider, Blanka hits you from a point that when he bounces away he ends up farther away than if he hit you while you were standing. Since you’re only barely able to reach him if you block standing, that extra few pixels of distance allows him to block before you can walk up to him and punish.
Stuff like punishing Gief’s EX greenhand, it doesn’t matter if you’re crouching or standing. Just get the reversal.
Something like Sagat’s tiger knee is better to block standing just because of the way it moves. He hits once going up and once coming down. The second hit is what you wanna worry about – the deeper it hits you, the more advantage he gets… so you want to stand to make it as shallow as possible.
well heres another weird one i found in training mode when i was cominbg up with cr.lp xx mk hasan shu xn:
i recorded chun doing mk or hk hasan shu (dont remember which) fadc > crouch short x 3 versus guile
the weird thing is that it will combo on guile only if hes standing…
if hes crouching and takes the hit, chuns shorts will not combo… in fact i was able to flash kick (traded!) with the crouching short and i was able to ultra her as well… ON HIT… weird… you’d think it would be the other way around if anything.
Being crouched probably screws up the timing of when yo do the shorts. Since the hitbox is lower, you probably hit them 1-2 frames later and since you recorded yourself hitting a standing opponent, it doesn’t combo because you are off by a few frames.
Also, unless I just suck, I don’t think HSU, c.lp, s.fp combos on any crouching character, seems like being crouched makes the s.fp hit on a different frame other than the first because it always gets blocked.
Edit: Whoops, forgot to type crouching, that’s the important part.
I did a search for this but couldn’t find it. What does the piano inputs look like for Cl.HKxxHK.LL? I can do Cl.HKxx ex.LL til the cows come home but when ever I try to pull of the regular version of this it seems to come out as mk.LL instead of hk.LL.
Dunno if this helps. I don’t exactly piano for cl. hk xx hk legs but I slide my finger back and forth across those buttons once really quickly.
The input display doesn’t look exactly like: hk, mk, lk, mk, hk
for me because of the p-linking effect but it’ll be 5 “lines” of inputs and it comes out every time.
hey, got the same problem here.
i can do close s.HK into mk legs (hk~mk~lk~hk~mk) but it seems that i can’t connect the c.hk afterward.
i try to do a lame version of s.hk, hk legs, mk legs c.hk, but it seems like on ryu, the mk legs will whiff, so for now i try to drop the hk legs so i can practice the link.
but still, i just can’t connect with that sweep, help?