is this move safe on block? what about the EX version. If so, how do you punish it?
i would figure this out myself but there is no frame data up for adon
is this move safe on block? what about the EX version. If so, how do you punish it?
i would figure this out myself but there is no frame data up for adon
from what I’ve experienced is that it is safe in the sense that you and the opponent recover at the same time
so things are kind of neutral where you have no advantage and neither do they
so if you don’t block or tec a throw you could be punished
I don’t know about command grabs though
I think you have about 3 frames of advantage enough time for a 1 frame link to his jab but, you have to look out for shoryukens if you miss it. Very risky.
yeah ok
that’s why it seems like a neutral to me because sometime I link the c.lp sometimes I eat srks
You can always counter SRK but, I dont really support that play style.
Also, if they have meter it’s almsot a guaranteed EX SRK so dont try it.
If anything unless you’re playing a real opponent just back dash.
That’s kinda true for all safe moves in the game. What the hell? You have a DP too and it will beat anything they throw afterwards too, cept a SRK (and with the invincibility nerfs I’m not even sure of that, but let’s not dream). You’re in as much of a sweet spot as them, sometyimes much much more depending of the character.
But, you put yourself in a dangerous guessing game. It’s basically a face to face reset.
If the character you’re facing has way better options than you, yes. If it’s sagat with 2 ex bars and ultra you GTFO out of there and do not take chances. Otherwise it’s as dangerous for them as it is for you. More or less depending on character but you still have the initiative and should have the advantage.
I’m fairly sure on block Gief and Hawk get a free 360 since it may be like -2 or something like that. I tried holding up but it didn’t work all the time.
Pretty much all characters have a standing normal that on reaction (if you’re looking out for JTs), if not a super or ultra that negate your JT game though. Ibuki can do s.MP (think it’s s.MP, it’s like a 2-hit palm thing). Chun can df+LK and Ultra 2 you. Balrog can do Super/Ultra and even if you bait with an LK Tooth he can get to you depending when you do it before you can recover.
But yeah, on block, I’m not sure of frame numbers you’re fairly close to neutral so you can treat it/proceed in the same manner you would if you were Rufus using a GT.
it’s +2 on block. Jumping prep frames are 4, 360 grab is 3. So yes, it is free reversal for them with a three frame window.
His crouching jab is 3 though
Tooth has been pretty safe on block in my experience. I’ve had a lot of (stupid) luck following a blocked tooth with RJ and catching opponents trying to sweep me. What do you guys do on block?
yes, his crouching jab IS 3, but he’s +2 for tooth on block, not on hit. on hit seems to be +3 or 4.
throw. sometimes opponents are too defensive and will continue to hold back and their character will move out of reach. i mix that up with jabs and waiting to rising jaguar on their start up frames until they get smart and start jumping or doing something else to make jaguar tooth not connect.
Out of curiosity, where are you pulling these numbers from? Both Zangief and Hawk’s 360 grabs are 2-frame. Everyone’s vanilla normal throw is 3-frame. Also: according to the frame data from the SRK wiki, Adon’s HK and EX Tooth is also -2 on block.
It’s actually all dependent on where you hit them, similar to how Cammy’s Spiral Arrow in SF4 (haven’t tested in Super) was safe on block if you hit with the very end of it. If they are in the corner of the screen and they block your HK JT, it’s safe. Tried reversal 360’s, supers, and ultras with Gief to be sure. If they are midscreen when they block your HK JT, however, Gief can reversal command grab.
My numbers are my best estimation from testing what can and can’t be done out of block and hit stun with JK. I admit not having sufficient knowledge on the 360 command grab frame data, but knew it it to be in the 2-3 range. If you check the numbers on that wiki for tooth, they’re as clueless as the rest of us as to the recovery on the tooth moves, leaving their estimation of -2 and 0, about as likely as my own of +2. Until we get some solid frame data from someone like gilley, testing is the best we can do.
Funnily enough, I just got done finding out how useful this is. Mixing up blocked JTs has been massively helpful in my matches tonight.
This probably isn’t new information, but I didn’t see it in the matchup thread so: EX tooth goes through Ibuki’s kunai, which is pretty helpful. I have a pretty easy time with Ibuki when I’m in on her, but when she’s across the screen she tends to chip away with back jumps and kunai (and I’m too dumb and impatient to slowly back her into a corner :P). Letting buki think I’m at bay and then surprising her with an EX tooth really messed up her game.
that’s exactly what it feels like a face to face reset
it may just be my eyes playing tricks on me but, doesn’t it seem like sometimes after a blocked JT
where you land in relation to your opponent isn’t always the same?
it seems as though some times I’m really far, it may have to do with c.block s.block i don’t know…
JT is interesting to punish many fireball…
i test on ryu, ken , sagat, sim…
but impossible on guile…
and i don’t test on deejay, gouki, chunli, cody…
somebody test another thing to punish with the jaguar tooth?