Lab Findings

Blanka Stuff.

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It’s basically a (relatively) safe high/low mixup. Hard to adjust to defensively, and the Ultra punish is always a guess.

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You can either OS Rekka/cr.HP, or this. Neither will cover all options, but being thrown by Viper (with EX Seismo Feint > Throw) after a failed backdash OS is not good. Throwing her, is.

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Easiest way to time the safe jump.

Personally I would never let Blanka out of the corner. I like the crLK FK OS when he is at the wall, gets punished just by ultra, catches backdashes.

Forced trade option select, with built in safe jump and frame trap for delayed techs. Also makes wake up EX Parry whiff.

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These are good vs reversal shoryukens, you could probably work one out from sweep but its so spacing dependent that i thought it was kind of pointless.
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EXCELLENT EDITING! A very good visual to know the distance.

hey, need your help with something. trying to figure out the exact frame data for feis overhead. cant access the wiki right now for unknown reasons.

anyway, it looks like feis overhed is -1 on hit if it hits a crouching opponent. is that right? has it always been that way?

mike last time i check fei long frame data on the wiki i think it said +1 on hit. also you can’t get to the wiki because srk team maker preparations for SFxT.

yeah, thats what i thought, but it seems different if it hits a crouching character

i know standing counter hit gets fei +4. so i recorded the dummy doing an overhead, then standing fierce. checked the timing by getting hit by the OH as a counter hit, and making sure close fierce linked

then i got hit by it crouching no counter hit, and did a crouch mp which is also 4 frames. i beat the dummy every time netting a counter hit on the dummy

for a second test, i recorded the dummy doing overhead, then mash dp. if i get hit by the overhead crouching and also mash dp, mine should beat the dummy. as the dummy inv frames should wear off first because he is 1 frame in front

however, the dummy DP won every time, letting me know that my inv ran out first.

from what i can tell overhead on hit vs standing opponent is +1. overhead on hit vs crouching opponent -1

On crouching hit, it is -1. A better way to test is to set the dummy to Overhead > Throw. On a standing hit, trying to crouch tech the dummy gets you thrown and stand teching techs the throw. On crouching hit, crouch teching the dummy nets you a cr.short that beats the throw, and stand teching produces a stand throw that is teched by the dummy.

Now, with it being -1 on crouching hit that means logically on CH you should be +2. This is proven by the dummy initiating the throw and you teching it on stand tech, and getting thrown when you crouch tech (you’re being thrown out of startup of cr.short).

It’s not the only overhead with a strange quirk; Dudley’s F+HK will always give him +4 and +7 on CH, no matter which active frame it hits on.

thanks for the reply.

anyway, thats pretty funky. in 3.5 youd think i would notice something like this sooner

Fei Long Mirror Unblockable

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It’s a old set up that I’ve not posted but if you watch a few Jap mirrors you’ll see them do this.

Okay so, Fei Long can do cr.short > cr.short > cr.short > cr.short on a standing Adon and the last short will always hit meaty on it’s 2nd active frame. This means you get more leniency on the cr.jab xx Rekka link, and can also link cr.strong.

Overhead -1 on hit? Isnt it +1 on hit and CH +3? I know on CH overheard you can cr.lp>rekka and its a 5 hit combo. I never tried hp as you only get +2 on mp/mk CH. Also every guide I look at has +1 on hit and -4 on block. Are you guys sure about this -1 on hit?

The frame data is based on standing hits only. On crouching hit, it is -1.

If you don’t want to go the long way round like I did testing it on release, you can set a Fei dummy to overhead and have Ibuki U1 after being hit by it. It has 1 frame startup on reversal.

So why on hit I get a 5 hit a 5hit combo from cr.lp to rekka? Strange. I did find it odd that I would get grabbed from after a overhead hit. Crazy how frames work out here.

Edit" So the 6 frame reversal window how does that work? Also a meaty cr.mp its more on wakeup is it like +4 or +5?

Because if you hit them while they are standing, you get more frame advantage, and all published frame data for any game is based on the attack hitting a standing opponent on normal hit, unless otherwise stated. Plus, you are also hitting them on Counter Hit while they are standing if you are able to combo jab into Rekka afterwards, as the +1 on the standing hit turns into +4 on CH as it is a medium strength attack. Simple maths, dude and it all makes sense when you test it fully. Try it in training mode!

It’s not possible to meaty it and get enough advantage, either. So, it’s definitely what I’ve outlined above.

Cody’s is the same in that you get more advantage on a standing hit than a crouching one.

I’m not sure what you’re referring to with the 6-frame reversal window, or the cr.mp stuff. Can you be a bit more specific?

Just adding some info. to avoid confusion:
When you counter hit with a L attack (LP or LK), you gain +1 frame advantage. When you counter hit with a M or H attack (MP, MK, HP, HK) you gain +3 frame advantage.

I knew that what I didn’t know was the +1 on hit from a overhead only applied to standing characters. Tried it out and I couldn’t link it at all. I guess when I did land that 5hit combo the character was standing after all. As for crouch MP gaining extra + frames as a meaty. PR Balrog was able to make a rush punch positive on block as he throws it as a meaty. So I wonder if you throw a crmp as a meaty instead of the +2 we get does it bump up to like +3/4 I have gotten a lot of counter hits after a meaty cr.mp was blocked so I guess maybe it does.

As for the reversal window that was explained to me already.

Yes. Up to +4 on block, and +7 on hit.