Gen General Discussion Thread: Theory Fighter!

They didn’t change the invincibility information of gekiro and crane super at all. LK Gekiro should be 1~3f invincible, 4f cannot be thrown and MK&HK Gekiro should be 1~4f invincible, 5~6f cannot be thrown. EX Gekiro is already well known.

Where do people get their sources from? Do they just record then count the fame from start up to hitting an opponent? Or are they released with Dev notes? I think we should try to get something on SRK with the most correct information. I find multiple sites are leeching off each other with false information.

Hitbox video. Also, if you do a perfect meaty setup which has 3 active frames, and does another with 4 active frames, you can calculate the invincibility in LK gekiro. As for the wiki, they simply copy-pasted off those informations from vanilla. Info should also be available on old Japanese magazines.

Guys, my controller is finally dead, here is the fallen warrior http://i839.photobucket.com/albums/zz313/ugo_2u/Image0545.jpg

He finally met his fight to the death… :frowning:

That’s funny! I’ve already went through three PS3 controllers(2 Sixaxis and a Dual Shock 3). I’m currently using a blue Dual Shock 3 which I used only in training for a month to break it in.

Note: Don’t allow kids to eat and play. The acid in food eats the plasitic on the controllers.

May your controller rest in piece.

My old normal 360 pad got stuck going constantly going up because the stick broke in that posistion back in the vanilla days, so I had to use it one high BP ranked match when I just realized it didn’t work. Needless to say, that Chun air threw the shit out of me.

Yeah, he must be in a happy place now. but watchout! he may just come back to life lol!!! muaahahahaha!

So I guess it’s not over yet?

Btw,
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gen

seems to be AE data taken from mook. I rly don’t believe anything that’s not damage related (like frame advantage in normals and obviously Ogas, mantis super start-up going back to 1+5). s.MK in TC’s dmg is apparently 40.

mantis super wasnt found to be flash plus 5 in console super?

easy test would be to reversal super chun or rogs sweep from point blank range. chun is -5, and rog is -6

It was 1+6 iirc. In vanilla it was 1+5 for sure.

Keep in mind that pushback and the horizontal speed the attack travels plays a part in being able to reversal an attack on block. (e.g. If elf reversal U2’s Balrog’s cr.hk, it’s 1+3 I believe, Rog can still jump out of it.) Thus frame data by itself doesn’t always justify the punish. Also why crane super can be safe jumped :[

Also I got weird results with trying to safe jump or meaty Dhalsim’s U1, It seems like because it only has a single frame of invincibility, you come into contact with the fireball right after you hit him. Anyone had similar results?

i think his ultra is active in 1+1 frame. theres no way to safe jump it. you can grab him on reaction to it tho

It’s a 12f (1+11) ultra, so theoretically, you should be able to safe jump it, but i think it has more to do with the op being hit with the meaty attack than not (only 1f of invincibility). And the fact that the fireball is separate from the opponent once it’s activated. I have a feeling something similar happens to Ryu when he uses super, since the frame data is similar but his super is much faster.

that 12 frames might refer to dhalsims whole animation before he can move, or for the entire fireball to be active or something. the parts that hit are on the screen much sooner than that.

if it were truly 12 frames, it would be very easy to meaty or safe jump, like rogs headbutt, or hondas butt splash. i’ll ask in that frame data thread and see what the experts have to say

Maybe the fireball particle is created right after invincibility ends, and creates the whole fireball automatically by itself no matter what situation Dhalsim is put on. IIRC, projectiles are not affected by the hit freeze, so that may create some weird situation.

That’s what I was thinking, that the hitstop/freeze actually adds frames to the recovery, thus you get hit by the fireball when you do a meaty attack. I do recall doing a similar setup to Ryu and being able to safe jump it, although it has much quicker startup.

It’s really technical, but lets say you use Balrog’s cr.lp and you hit with the second active frame, that means that Balrog can actually be punished during recovery for 6f. So Sim’s Ultra goes active in 12 total, but even though rog recovers 5f before the Ultra goes active, he still gets hit. The same thing happens with a safe jump. I want to test a safe jump and just do the jump in early so it doesn’t actually hit sim (but the actual vulnerable frames landing etc doesn’t change), and see if I can block, or if I get the same results.

The single frame of invincibility and sim being able to being grabbed by a meaty throw, or on reaction, is supported by frame data since sim can’t tech during his recovery, and the connected throw animation is invincible.

thats what im thinking. the fireball actually goes on the screen in 1 frame during dhalsims inv frame, but dosent hit until frame 11.

you probrablly cant safe jump it or meaty it because you have to go thru your 8 hitstun frames that happen whenever you make contact. but you can still throw him because the fireball isnt hitting yet

I fucking hate yun and yang.

lolololol