I’ve been playing CvS2 for quite a while now and have decided of late to polish up on my SFIII. However, I was hoping somebody could answer some questions for me because I have the feeling there are fundamental mechanics in this game that differ.
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Do meaties always beat wake-up normals, specials and throws or do certain moves have invincibility on startup? If some things do have invincibility frames, how do you know which and where could you find this information out?
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How long do you have in terms of a window to cancel normals into specials? I see chun taking an hour and a half to cancel into her SA and it always seems to connect. Is there a huge difference in cancelable frames in this game? Cancels in CvS2 are really tight sometimes and some moves even have certain animation frames which are cancelable while others aren’t. Is there a source where I can look up cancelable frames or just frame data in general? (CvS2 has a very nicely done guidebook with game mechanic and frame data. I was hoping SFIII had one too)
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In terms of damage scaling and juggling, how do you know how much damage reduction occurs off juggling? I see dudley juggle chun like 6 times but don’t really understand how the damage is effected.
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In CvS2 we use f+p/k throw commands but in this game it’s lp+lk. Do characters have more than one throw and how do you execute them? Also, is the frame data on the throws the same on differing throws?
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In CvS2, supers stop time and cause any inputs done before or during the super flash to be completely void. Does that happen in this game and do you have to tap forward before the super flash for a parry to come out? In CvS2, if you don’t input the JD/Parry command before the super flash, you’re almost guaranteed to eat the super if you’re standing close.
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In terms of red parrying, can you only red parry once or can u do them infinitely? Example is chun tries to hit you with her SA for chip and you block 2 hits then start parrying with red parries. Can you only red parry once or can you go from red parrying to just constant parrying?
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Do parries freeze time? In CvS2, JD’s modify frame advantage and parries negate block stun but don’t really freeze time (there are exceptions)
Sorry for the giant wall of text but understanding this info should help me out a lot in picking this game up.