Dance with the Claw: Vega Match-up Guide/Discussion

But for Vegas air throw the restriction is pretty much non existent. I mean you can grab focus crumbles…

He meant height restriction when going upwards. Downwards is just as long as you are airborne you can activate the air throw and it will still come out.
Maybe just the LAST airborne frame you won’t be able to stay in the air for so long. Remember that air throw gives your jump +2 airborne frames.

Man here I am, deciding to breath a little live in this sub forum by posting some more and all I do is to show my lack of knowledge :wink:

What’s the restriction roundabout?

The air throw is highlited down here: http://puu.sh/4BI6p.png .
As you can see, it needs to be 0.3 high in order to be possible to use it. I don’t have a clue about how many frames it takes for us to get there, nor how to calculate it.

what’s with all that data!!! i want some!!! they look delicious!!!

and yeah, height restriction on the way up. i figured that out when i was practicing my option select jump back air grab on bison’s wake up. i was wondering why i’m getting lk sometimes.

Look for “Ono!Edit” . Or here http://shoryuken.com/2013/01/08/ono-updated-super-street-fighter-iv-arcade-edition-ver-2012-hacking-tutorial-by-error00001/

Its a good tutorial.

I knew it modified jump frames, but didn’t know the extent. I like to use to to force the opponent to whiff a throw on landing.

It’s pretty low. I’d say it’s about 10-12 frames on an estimate. Basically he can do it when his feet reaches chest high.

if you do it as low as possible to the ground, it’s a lot more than just +2 frames. your grab animation needs to finish before you actually land. it does force people to whiff throw, like safe jumping a gief for example. but be aware that they can lariat you. it was shown in one of makoto’s videos

2 frames makes sense. Air throw has 2 active frames and I think the recovery gets cut off. Even if you do it just before landing (which is when I usually do it). You might get 2 or 3 frames extra but it’s not much.

Air throw has 4 total frames. 2 of startup and 2 actives. There is no recovery other than the trip guard.

But I don’t know if we do at the last frame possible we will be able to make the air throw get out. From my experience it doesn’t. But I may be wrong.

i got fraps on my pc and recorded it. it does include the recovery frames when you do it very low to the ground. and i mean VERY low. try the ST, jump air throw setup on chun li. the only way to cross her up is to do the air throw VERY low. that’s when you know you did it lowest possible. if i can see it, there’s no way it’s 2-3 frames. record it and you’ll all see. you get a significant air time. YOU’LL ALL SEE!!!

I think the start up get cut off too if we do it too late. I think it only lets him hang for those 1 to 2 extra frames where he’s active. Same as when you jump in with jHP and you hear the sound and see the claw then bam it’s gone type thing.

record that shit and start counting frames. I want an exact number :stuck_out_tongue:

1 frame - if whiff air throw mid air not close to the ground (like at the apex of your jump)
5 frame - if you do it really close to the ground, but not enough to cross up chun li, but able to cross up many other characters
6 frame - SUPER close to the gound, enough to crossup chun li. i activated it just 1 frame before i touched the ground

so in conclusion, the closer you do the air grab, the more hang time you have. max 6 frame hang time

took Vegaman’s challenge like a boss

interesting thing i learned is that an emtpy jump and a jump with a normal done in the air, in both instances, i jump at the same time. seems like the jumping frames and and recovery frames after doing a move in the air overlaps

Thanks. You referring to trip guard?

yeah, jump frames overlaps with the trip guard if you instantly jump again

Land Frames / Trip Guard

So that was Jumping on the way up. Now, how about on the way down? This is where the discussion of a concept known as “Trip Guard” comes into play. It’s a term that has been used since the very first Street Fighter II, and has played an important role in Street Fighter games since then. It’s basically the concept of being able to Block any moves upon landing, most notably Sweeps (thus the term “Trip” Guard).

In the old school games of the Street Fighter II series, Trip Guard was not possible. The opponent could always hit you the first frame you landed from a Jump. Later on, in the Street Fighter Alpha Series, for example, they added Trip Guard and allowed the character to always Block attacks the instant they landed.

However, in Super Street Fighter IV, it’s not as simple as just saying if Trip Guard exists or not. It’s actually a little more complicated now and a more beneficial to study the Frame Data of a Jump upon landing.

After the Jump
Just like how there are four Pre-Jump Frames at the start of the Jump, every character has four “Landing Frames” when they land from a Jump. However, how these four frames behave really depends on one factor: whether or not you perform a Normal Move during your Jump.

First of all, regardless if you attack in the air with a Normal Move or not, the Landing Frames will always prevent you from performing any form of basic movement. You cannot cancel the Landing Frames with a Dash, a Crouch, or another Jump. However, you can always Tech Throws during your Landing Frames.

However, you are allowed to cancel all four Landing Frames with pretty much anything else if you do not perform any Normal Moves during your Jump. Special Moves, Super Combos, Focus Attacks, Throws, and even Normal Moves can all be performed the instant you land. And most importantly, you can Block during the Landing Frames. That means if you do not press a button in the air, you cannot be punished when landing from a Jump even if the opponent makes you land into their attack.

So what happens if you do perform a Normal Move in the air? If you do, the first two of the four Landing Frames are actual, genuine delay frames. You cannot do anything during these two frames, not even Block (though you can Tech Throws, still, as mentioned earlier). Thus, opponents can punish you upon landing. However, the last two Landing Frames grant you the ability to Block, you still cannot perform a Special Move or a Super Combo or anything during those two frames.

Aerial Special Moves
With regards to performing Special Moves or Super Combos or Ultra Combos in the air, Landing Frames are technically ignored. Once you perform a Special Move, Super, or Ultra in the air, those moves come with their own delay frames that is unique and specific to that move.

Empty Jump Into Specials
There must be something said about being able to do anything on the first Landing Frame of an Empty Jump (Empty Jump being a Jump where you don’t perform any moves in the air). This sounds really useful, especially being able to do Supers and Ultras the instant you land. But you’ll find in practice that, oftentimes, when you try to perform one of these the instant you land, you lose out to your opponent’s attacks a lot… even though you didn’t do a Normal Move in the air at all!

There actually is a reason for this. Most of the time, especially in a game like Street Fighter IV where the Input Window for most actions is so large, our natural tendencies is to press buttons early. For example, while getting up from the floor, we know we can start hitting the buttons for the Special Move before we actually get up and still get the Reversal.

So when trying to perform a Special Move right when you land from an Empty Jump, we tend to do the motion for the move and start hammering on the button to do the Special Move… before we land. So let’s think about this carefully. What happens when we do this? What you don’t actually see happens is that, because you press the button for the Special Move right before you land, you actually activated a Normal Move in the air! That means, even though the Jumping Normal Attack only comes out for 1 or 2 frames before you land, the Landing Frames behave as if you did a Normal Move and not as if you performed an Empty Jump! So now you have two true delay frames at the instant you landed.

In other words, to actually perform a Special Move or Focus Attack or Super Combo or whatever the instant you land from an Empty Jump, you have to be frame perfect with your timing and press the button(s) the very frame you land. Any earlier, even by one tiny frame, and you give yourself two delay frames upon landing.

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Game_Systems#Land_Frames_.2F_Trip_Guard

yes yes, i know this already. i was thinking if i was to empty jump, and then jump again, it would of canceled my landing frames and go right into jumping frames. but it seems like in the 2 instances of doing a normal move or not, they both still jump at the same time… i would of thought the one without doing a normal move in the air would be 4 frames faster. but it isn’t

"After the Jump
Just like how there are four Pre-Jump Frames at the start of the Jump, every character has four “Landing Frames” when they land from a Jump. However, how these four frames behave really depends on one factor: whether or not you perform a Normal Move during your Jump.

First of all, regardless if you attack in the air with a Normal Move or not, the Landing Frames will always prevent you from performing any form of basic movement. You cannot cancel the Landing Frames with a Dash, a Crouch, or another Jump."

:frowning:

If you were thinking about it to avoid command grabs on landing, you could still ST instantly on landing. Must be tough to achieve though. =)

Now I do understand why attempting to punish empty jumps with SC is a bad idea. Instant block/EX-DP landing technology inside. ^^