whats the hitstun on far lk?
^ http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gouken
+3 on hit, 0 (even) on block. lp is +3 on hit as well, so technically we should be able 1 frame link into light combos…
Now if they’d make both +4 to make it easier…
ahh i thought they gave us a frame or something in addition to its property change
It wasn’t in the notes.
I wouldn’t rely much on getting a cLP to still hit after you are far enough away to get a far LK to activate. Though it might be a bit more possible vs some of the bigger bodies.
Combined with the 6f startup, it’s hideous close lk brother and only 13f startup for a move to be comboable after cancel(plenty on many other characters, not so much with our moveset startup -.-) I hope capcom might be thinking of some other stuff. Though to be fair they caught me offguard with the stuff they added for the capcom build, so I hope they keep up the evaluation and ideas. Heres to the next loketest build.
I’m thinking they will end up doing something with cl lk, b/c that attack is garbage.
I think it’s a perfectly great tick throw tool.
^ indeed. but it doesn’t cancel or really combo/chain into anything. I rarely use it aside a couple of gimmicks.
Lol I always tick throw with it too.^^
Whats the benefit of using cl lk to tick throw than cl lp?
not a tick throw, but cr.lp cr.lp cr.lp cr.lk dash throw
it’s insane how many people fall for that one.
ya know, I thought it was always 0 on both hit and block, but of course that wasn’t the case when I checked the Wiki.
I just think the animation and such is easier to follow up as closely as possible with a throw, personally.
But it actually is 5 frames start up versus the 4 frames of jab.
It is a less obvious tick throw that’s why it is so good.
No articeferen nobody was talking about that.
I personally prefer cl.st.mp > kara (st.hk) forward throw. It open up counter hits for cr.teching. The benefit (as I see it) is that after a jump in, by the time you have pushed cl.st.mp, you know whether or not you have hit them or if they have blocked. If you hit them, you can go into a full combo, if they blocked, they will learn they can be thrown after a blocked cl.st.mp so that makes them push buttons.
My problem with any lp at the moment is that it leads nowhere on hit.
If you use it as Dek has (2 c.lp), you obviously can get an amazing counterhit set up with 2 bars.
how many frames (between the hk and the throw) do we have for our hk kara?
Art, I don’t actually know. It depends on how many frames of st.hk are kara cancellable, I assume only the first and possibly the second frame, so you would add that to the 3 frames of startup for the throw.
Cl.st.mp is 4 frames on block, 7 on hit.
You have to use forward throw, or at least I do since I can’t seem to get backthrow to connect. You may be able to get backthrow to connect by pushing back on the stick after you hit HK, but before the throw.
If you can get kara backthrow to connect you can do it instantly after a blocked cl.st.mp, forward throw will probably be at most 5 frames startup (2 for kara and 3 for throw), so you will need to delay the kara throw by a frame. so you don’t whiff cause of blockstun.
Not that I want to start another argument, but:
People talked about the move as tick throw, you misinterpreted I just told you people really talked about a tick throw.
What’s your problem, bro?
The first sentence in his post is “not a tick throw but…”
Just saying.
This shit never stops…
Person a says something
Person b responds
Person a fires back
Person b replies
Person c “lemme put in my 2 cents”
…