In East’s defence, Deuces is asking questions about the Yun matchup even though the game was only released a couple of days ago. And instead of putting in the hard work himself, he decided to come to the forums expecting someone to just simply tell him the miracle solution.
lol everyone taking this out of proportion, im just asking if anyone found out anything, im hitting the lab soon but i got summer school so kinda busy havent played against any good twins yet. IF u dont want to answer my question, just dont respond, if u want to respond, well than thank u in advanced. East i understand, but remember i gave u that target combo blockstring mixup in super
man tha Duds forum is troll central
But if i do MK + HK, i just see MK + HK, and not HK MK+HK, so i try it when i can ! Yes i use a stick, and the combo is not easy for me…
Let me give you a direction to start from then. As far as beating Yun’s wake-up options go, You’re actually not concerned with beating his EX Dragon kick, it’s his HK Dragon kick that you should be worried about. If you can beat this, chances are you can beat everything. You gotta learn to start being a better fisherman sometime.
*Dueces, you’re right. The PM I sent you, please keep between us. Thanks.
I agree, I can’t fish for shit. That’s why I’m here
Don’t hit MK and HK at the same time! DO NOT! You hit the HK first and slightly after MK. I can’t explain it any better than I did before. I went on youtube and found this, maybe this will help. http://www.youtube.com/watch?v=tSJmOmcjQSY&feature=related If you’re having difficulty plinking, forget about it. You seriously don’t need it to land cr.LP, st.HK.
I need to plink to land EX Duck Straight in juggles, so if he wants to look cool, he better learn. It’s not that hard though, and as you said you don’t need it to land that link, but it makes something easy even easier. That leads me to my question, if you people do plink to land ex ducking straight, how do you do it? I do it by basically plinking Roundhouse, Forward, and Jab together.
Ok ! So i try it now, i don’t press MK and HK at the same time !
Edit : Thank you, i can do it now !
Also, Just so everyone knows, Dudley’s f.throw leave the opponent in an untechable state that lasts for 60 frames. After those 60 frames they start doing moves, so Ryu’s shoryuken would come out on frame 63 [60 (untechable knock down) + 3 (Shoryuken start-up)].
Where do you find information like that? Is it in a mook or something? One of the things I would love to know is how many frames people are in the air for when they get reset.
Hard testing. If you have a camera, you can find out what fps it shoots at and record. If it’s 60fps you can know exactly what frame, if it’s 30fps, you can know with a 2 frame degree of accuracy. Or you can string moves, jumps, etc together and count the frames and see if something is punishable given the frames you’ve counted from the inputs you gave.
To answer your question, i think around 30 frames (anymore exact you’ll have to test that yourself). Also Back throw is 50 frames
btw
I’ll release my Twin stuff same time you do.
not a video or anything, just how to win, wat’s possible
half now, half later.
It should be noted that not every character gets up at the same time after hardknock downs. When I was lurking the Makoto forums when SSF4 was young, they had notes on the frames characters stood up on after her sweep, throw, chop, etc.
Most notably, Viper and Gen have odd get up times.
Let’s not forget Adon.
I believe Adon got up quicker than most when he would tech a knockdown, untechable knockdowns he had average get up.
It should be noted that some [A few] characters have different get-up times on a knockdown. Adon’s get up time was nerfed [made longer than what it previously was which was 6 frames earlier than the normal timing] in AE.
Well props to you for seriously putting work in. I don’t have any equipment to do my own testing so I have to rely on guys like you for the esoteric stuff. It’s fun because then you can get into some theoretical things that can work and are awesome like reset into meaty dartshot that hits on the last active frame OS’d into Ultra if the opponent backdashes.