I’d just like to clarify something for newer players who are confused about being thrown out of blockstun when you swear you’re in blockstun.
Blockstun animation stays out longer than you are truly in blockstun. That was hard for me to grasp as a new ST player. It’ll LOOK like you’re still blocking, but in actuality you can throw out a reversal DP or counter-throw. Tick throws are the hardest thing to get used to in SF2.
That’s a flaw in his game, if he blocks high he loses charge for buffalo headbutt. You can reversal super if you have it, but that’s about it.
Yes you can reversal with it, it will beat a throw I believe because while it starts slow, it is invincible and their throw will turn into a normal like s.mp, which will then get hit by the headbutt. You can “infinite tick throw” anyone essentially, if you read them right. If he doesn’t tech the throw and you get a knock down, it’s pretty easy to safe jump tick him because of his long startup on headbutt.
Yes, but you obviously can’t counter throw with them if your character does not have a rh, etc. throw. So if you input it too early you will get some slow ass normal that will get thrown. Someone correct me if I’m wrong but I’m pretty sure you can.
Can’t give any insight on piano-ing throws because I have worse luck with that than timing one single throw.
I think it should be mentioned that just because a move has invincibility, its can still have throwable frames inside it. According to akiba’s frame data, all of a jab dp’s startup is invincible, roughly 4 frames, but half of it is throwable.
to answer your question, I’m not sure what table you’re looking at. I use takiba’s but they’re the same chart basically. takiba’s has the raw data though.
anyways the number 47 represents how much advantage gief’s spd has over ryu’s grab.
gief’s spd will grab ryu at a distance of 140 pixels, ryu will grab gief at a distance of 93 pixels. 140-93 = 47.
The chart isn’t really all the useful though, you should almost always execute the grab portion of your tick from the near the max range of your grab. that range remains pretty constant, so as long as you know it you don’t need tow orry about what the other characters range is too much. you just need to know that for a given situation whether you can a) grab the opponent or b) not grab the opponent.