Well now i know what my friend is referencing when he says that. I assumed it was laughter, but goddamn.
also [media=youtube]7G8GGVWqvjM[/media]
Well now i know what my friend is referencing when he says that. I assumed it was laughter, but goddamn.
also [media=youtube]7G8GGVWqvjM[/media]
[media=youtube]jKttEIeLE-g"[/media]
Well if that’s the case then c.MP is now +5 on hit at least, if block stun follows same rule then it’d be +2 on block at least as well.
FRAME TRAPS EVERYWHERE! o:
I can see a lot of matchups where this would be awesome, like Dhalsim. Keeping him in the corner will be much less of a hassle when he can’t safely make a throw attempt.
definantly, its been so annoying when I try to follow up knees and dankuu with normals and get thrown. THROWN! Out of stupid stuff. C.mk?! please…
You might not need to worry about that so much anymore. In the corner, you could do things like blocked meaty cl.MP into a frametrapped cr.MP into a frametrapped LK.Danku into…
Cant wait. Ive always loved using the normals to dankuus but I couldnt do it as much as I wanted becuse people would never block, theyd always jab counter throw/tech or reversal me (even when my throw dankuu or koryuken should have worked…)
oh yeah, why do I get thrown out of Dankuu when I see Dan leave the ground and air puff from where he just left? Start up non airborne frames arnt consistent with the animation? similar things happen with koryuken, ive been demon’d and zangief ultra’d when a koryuken definantly should have worked.
Lol I remember watching this a month ago, I thought it was badass and deserves to be for Evil Dan.
c.MK too, said to have reduced recovery and it’s already 0/+3 on block/hit so if all else stays the same it’ll be + on block and a lot of + on hit too. Looking at the list f.s.LP (looking to be +4/+7) and cl.s.LK (reduced start-up and recovery) may also make good frame trap tools, c.LP should be 0/+3 at least as well.
You’ll see get throw out after Dankuu if you do any normals pretty much. If you land the Knee point blank you’re at 0, fastest normals are 4-frames and throws are 3-frames so you’ll always lose that one and after MK/HK Dankuu you’ll be at -2. Hit them with a couple of KRKs to teach them not to push buttons
Regular Dankuu are 17-frame start-up, can assume it takes around that long to become airborne. KRK is immune throw immune for first 4 frames so dunno how you’re getting thrown out of those, too slow on the input I’d imagine.
Koryuken is still grounded during a portion of the initial active frames, this means hit-invulnerable command grabs, or command grabs just outside of the initial range of Koryuken can still nab you. :\
Derp, just realised that with HK Dankuu probably doing 120 or 135 damage the best meterless punish will be c.HP xx HP KRK instead.
Might be picking Shissou not because of the awkward super hard CH link but because be using EX Dankuu so much there won’t be any meter for KRK FADCing
Stop being so glum. Once you realize you can lockdown a Bison by pressing MP… then pressing MP again… you’ll cheer right up. Frame traps that don’t involve risking a punish combo after Koryuken is something Dan hasn’t had before.
C’mon, don’t be so glum. We now have delicious one-frame links! Why do c.HP xx HP KRK, when we can do cl.MP > cl.HP xx HK Danku? And if one-framers make you sad, what about cl.MP > c.MP xx HP KRK? Will the spacing work on that?
We have options! Don’t worry, be happy!
I think it’ll be character specific. <_<
Well excuse me for being a realist
Assuming s.MP gains +2 all round then it’ll only be +2 on block, a second s.MP will still get beaten by light attacks and throws. No need for frame traps on hit since the links are pretty easy. Maybe can follow-up with s.LPx2 and then link into c.MK xx EX Dankuu if that lands.
Because after s.MP s.HP is no longer the close version
Doesn’t work ATM (can do it with CH) unless in the corner though I didn’t try it on the fat characters, if we’re especially lucky it might work after a jumping attack but doubt it.
Although with s.HK being an extra +4 we’ll be able to hit confirm into Hisshou (though having full meter will be very rare).
Dev blog confirmed that cr.MP’s recovery got reduced by 3f. They also said Far st.LP’s recovery got reduced to the point where it is +7 on hit. I guess that makes it 5 frames of recovery + cr.MK’s start-up will not change.
Btw, cl.MP -> Close normals might actually work, because Dan will have 2f less recovery frames on the move and pushing a button right after recovery means 2f worth of less pushback compared to the current version.
Ffffff- Shaddup you. I can get Ryu to block a cl.HP after a cl.MP at point blank. It looks like a 1-frame window to get it to register though. Not sure on the specifics. Who knows what kind of character specific stuff we can do. I’m almost positive you’ll be able to do s.MP > s.HP on Bison as an easy P-link.
Yeah so c.MP is +5 on hit (up from +2) and since recovery was adjusted it should be +2 on block unless they adjusted block stun as well. c.MP > c.MP is a 1-frame link. f.s.LP smaller recovery putting it at +7 on hit (up from +3) should put it at +4 on block. s.LP > c.MK another 1-frame link.
I do not like 1-frame links, plinkable or not >.>
Good point, you’ll probably have a small window to get it close, too late and you’ll “hit” with a far.
I’m curious as to whether f.s.LP will be in range to link into KRK, would be a pretty easy link you could easily hit confirm into. Other thing would be seeing if could do c.LP > c.LP xx KRK, maybe s.HK > KRK but push back on that might be too much and only work in certain situations.
If you can get cl.MP > cl.HP you might be able to get an EX Gadouken > Shissou on certain crouching characters.
How can I mess that one up. It’s far st.LP, not close st.LP. My apologies. I can see that you already understood it though xD.
Big picture, how are nerfs to other characters going to benefit us? Meter and damage nerfs to Guile are a boon, no more jump back fp for Seth and stricter timing for some moves are as well.
I’ve not been following the changes so I don’t really know what has been done, any of the bad match ups improved?