Labwork: Tests, results, discoveries

What do you guys do after flip throw? I’ve been experimenting with instant or near instant air tatsu that crosses over the opponents head. I have caught a number of wake up srks with this including ryu and seth and it also destroys any jump. Seems like you want it to be slightly higher to catch an srk. Do it low enough and it will cross up. If they are blocking and try to duck, they each the chip (air tatsu has nasty chip damage) and a full hit. It’s not perfect nor do I know if it can be perfected, because I’ve also been punished by auto correct, but it has caught some decent players by surprise.

i’ll mix it up with instant air tatsu, D.F.S(demon flip slide) or cross up with D.F.K.(kick). with tall characters, except blanka, i’ll instant tatsu for chip/crossup. holy shit the chip damage on blocked instant HK air tatsu is insane. Block all hits, still deal big damage for blocking a special move.

[media=youtube]BxUfV7GtaMU[/media]

Something that I’ve known for quite some time now, due to Takin Flight showing me a hit box glitch. Thought I’d share…

Using Cl. St. Mk to confuse input and hit boxes.

There are different variations to the timing on different characters, but I’ve managed to get it to work on every body I’ve tested.

There are other applications for this as well, but I wont’ spoil the fun for you.

Haha, I literally said “haha What the Fudge”

So you doing the j.mk reset but then doing a cl.st.mk when you land.
I’ve never seen that before. Looks great for reversal mashers.

Also it’s like a reversal check then instant out of the corner teleport haha.

Yeah, I’m using the hit box of st. mk to put me on the other side for a brief second. If you time it right the game still sees you on the other side even though you are not.

You can vary the timing to bait reversals etc., but the crazy thing is if they try to input the their commands the opposite direction, they don’t take as auto-correct so they get a bad input.

The only attacks that are a challenge are the ones that start up late or shift the opponent backwards first. All the ones that shift forward act as suchl

@ IAM also a challenge would be to see how your setup works vs , say a landing Gief spamming SPD as he hits the floor.

In our early tests I got Gief to U1 the empty side but havent returned to testing it for a minute

the hitbox glitch I discovered while strategizing vs neutral jumpers testing the recovery of cl.mk and walking under them, and this is an excellent and clever implementation thus far …good shit IAM!

… I was like let me see if this glitch helps out vs nj opponents, I started using it vs crossup attempts now at certain times.

…we should do a quick demo video of the hitbox glitch then…I can see most all characters have a single move that shrinks and expands the hitbox like Goukens st…mk, other moves that have similar effects are cr.mp , cr.lk, cr.hp…however as you can see in IAMs vid , mk is the best as you are left in a standing position.

I’ve used it already on a neutral jumping chun and a couple of times after I air to aired with j. lp or lk.

All you need is enough time to slide underneath them to get in the grey area which makes the characters turn the opposite way.

I thought is was sick for neutral jumpers, but you know I had to go a step further.

I’ve started to walk close after the flip-throw, jump and do nothing while they may expect a cross-up, and land and do sweep, or cr. LK to LP Palm.

You can also low-Kongo if the opponent is someone like Guy or Bison who automatically spam cr. LK.

You can also wait to see if they whiff a throw attempt, and punish with cr. LK to HK Tatsu.

Vs. the non srk type and grapplers , another immediate flip throw leaves many without an answer…

TRADE RESETS

Im looking to see if anyone has seen any trade resets such as below , I may be looking to add more to situational knowledge base.
[media=youtube]qvwyY4UlMfE[/media]
Often times the damage of cr.rh and f.mp is more in comparison to say the reversal srk in the video, an odd approach that can be used as an indirect bait to a trade many havent seen.

Found a cool one from blanka U1 vs cl. hk that breaks momentum and puts us far enough away to regroup! will post better quality vids by this evening…

It can work on Gief but the timing is different. The earlier you throw st. Mk out there, the earlier Gouken appears back in front. It’s not really a set up I’d use for Zangief unless I knew he was mashing and/or I had ruled out lariat. You could pass thru him and ex flip to grab in his face though.

But in a nut shell, yeah I’ve made Zangief grab the wrong way on spd and u1, ex green hand goes the other way too.

It’s pretty much one for every character And different type of hit box. They are getting easier to do so this is definitely being implemented into the vortex.

It’s taking advantage of that same reversal window Gouken is used to attacking.

Oh how long I have I stressed this…

Thats the gravitational pull of the Gflip setups that I’d always felt , started w meaty j.mk>sweep waaaaay back in “Nilla”, I got counltess vids from the days of early on, trying to develop strats from that “window”.

We should a “My Gouken thru the years” thread showcasing vanilla , super, AE12 replays from some of us.

Maybe for the appreciation thread.

Gouken has changed in each version, but as a whole, Gouken may have the best ex moves on the game, he doesn’t get enough credit for that.

hope some of you guys find this useful

[media=youtube]jHYOOCuQusQ[/media]

I don’t know if this one has been brought up before, but this is a little fun reversal-bait/throw/kongo/crossup mixup

After forward throw:

  1. dash once
  2. forward jump
    mixup with
    a) reversal bait with jf.hk (doesn’t hit) and block
    b) throw with jf.hk (doesn’t hit) and delayed throw
    c) kongo with jf.hk (doesn’t hit) and lp kongo for blowing up the tech
    d) crossup with hk air tatsu at the last second

Of course, if you can get the timing down, you can put in a forward step after the dash to get yourself a real safejump, but this is good enough for some online trickery :wink:

(I meant jump across, in my previous post)

SUNSUNMCNASTY, yeah, that air Tatsu does insane chip-damage. Nice execution, by the way.

@ golfland yesterday lookin for some trouble, and I’m playing a Gief using u2 and verified an XBox post-hardknock window for glfip throw to bait Giefs u2 on wakeup, U2 misses and you can clearly see a whiffed flip throw with Gief in the foreground , my opponent trumpets victoriously catching an “L”, while I was pretty sure I was safe reppin the DUB

Game: Gouken…

[media=youtube]UKxHABUkBpA[/media]

Not what I described in my post, but this setup will bait Giefs U2 on wakeup to WHIFF. Similar timing can be used with flip throw for the same results!

Another FLIGHT tech original!

Sorry for the shitty quality…

STOP ROSE all day w f.mp vs U2…
[media=youtube]qxO0WypYyDI[/media]

Thanks for the extra frame there Capcom!

Angles…

[media=youtube]g6qSjZvro78[/media]

Sometimes you gotta disguise your intentions by giving up a little bit of ground…[media=youtube]23qkquYoV4k[/media]

A blanka match…w nifty trrade reset from cl hk vs U1
[media=youtube]-fWilpdsxR4[/media]

BASHASHAHAHAHAHHAAHHAAAHAH JUST USED THIS IN A MATCH AND DIED OF LAUGHTER