Fab without jumping?

how is it possible to execute a 360x2 move without leaving the air, straight from neutral stance?

i recall seeing this in one of vryu’s sfa3 vids and kysg’s recent zangief 100% combo vid. is this possible in cvs2?

hopefully someone can offer an enlightening explanantion. :wonder:

as ino put it, “spin the stick really fast” :lol:

which is technically true. If your stick samples fast enough (like jap sticks), iirc you can register 720 motion before the jump animation completes

From Buk’s System FAQ (at gamefaqs.com)
360 characters like Raiden, Zangief and E.Honda have 5 frame start ups on
their jumps to facilitate the use of their moves.

which is just under one second. so if you can spin it that fast, you can do standing 360/720s

i see, thanks for the enlightenment :tup:
though, i wonder how that can be humanly possible. seems accomplishable only on programmable controllers.

it is a well know fact that japanese players are not human. they do it without breaking a sweat.

you mean 720s? I just do a c.lk , 360 and wait for a split sec to verify… to see if they jump or block, 360. If i get hit oops.

i assumed he wanted to find out how to do a standing 360/720 from neutral, without hitting any buttons…ala some crazy jap vids of hugo doing standing 720’s.

yep, precisely what i said. from neutral. 720s from non-neutral stances aren’t difficult.

without breaking a sweat?? :wow: oh my…

Uh, I’m sure you meant just under one-tenth of a second. 60 frames = 1 second.

But does CvS2 run at 60 fps, or 30 fps?

Its 60 FPS

wait, i thought he was referring to jumping frames.

i had the conception that any game can input only directional command per frame. does that mean u need to squeeze 3 directions for every frame?? i really cannot fathom how that is humanly achievable.

do P,S,N and K groove offer more frames for execution?

yes…i mean .1 seconds and i’m a math major :encore:

Kara cancel is your friend. Use that to keep you grounded an extra few frames or so.

Or you can straight up whiff a move and use that to hide the input, just like Inverse poitned out.

i was thinking of using it when running towards the opponent, so ideally i’d like not to whiff a move (that’d be quite a giveaway).

problem with karaing is that the tendency of negative edgeing into a 360 is too high. given that we’d be spinning the stick so fast, that’d be so highly likely as to become unfeasible.

It is humanly possible. Just requires some really fast stick spinning. Much easier on a Japanese stick, as mentioned above.

do jap sticks have a smaller circular area or something?

Kara cancel only gives you 3 frames to cancel out the move, and you can’t add it to the 5 frames of jump animation for 360 guys. Being in a small jump groove gives you 8 frames to cancel your jump, so that would make things quite abit easier.

And dont’ know about jap sticks, but they are just better than us sticks :stuck_out_tongue:

Yes, they do.

i tried today and managed to pull it off only once at speed 1. i presume 60 fps is for speed 3?

maybe the smaller area does mean something. never tried one myself so no idea how it’s like.

I thought that Tachi-Gigas with Hugo in 3S was hard enough. Hugo’s superjump has 7 frames of startup. I vaguely remember reading that superjumps in cvs2 do not equate to longer jump startups so that would contribute to making it harder in cvs2. And since Hugo (and iirc Gief in cvs2) only need 360+180=540 degrees of input and because you can input 180 degrees before ever pressing up, you only need to do a 360 motion in those jump frames… sounds easy now, hu? hahaha, that ish is still pretty impossible for me.