Got something else guys. I’ll capture at lunch.
no hints…? cmon im bored…you know your watching this thread…shoot a hint
OK, here you go. My bad Takin, late lunch.
F.st.hp xx Super - no counterhit. This works with counterhit as well but the thing is that when you hit someone with ch f.st.hp the push back is farther making it not reach sometime. Whether it ch or not you can visually spot the spacing when done and link if your opponent is within that 1-1 1/2 character length away.
For future readers: Skip to 0:30 to see it.
Surprised no one thought of that. Frame data says st.HP is +4 on hit, so you can pull this off at the closest range possible until HP comes out as cl.HP. :tup:
Frame data also says you can also link cl.HP and cl.HK into super without the help of counter-hit’s extra hitstun. I knew about the last one and it is something I do in my game. Nailing someone with st.HP will definitely be nice. Especially against Fei and his bitch rekkas.
i dont remember having that much time…you was like far hp, got a coffee,checked ur email, tucked in the kids after a bedtime story>hp super!
nice someone documented it for the forum…
isnt it around and at that i think it varied a few points each time. early in the round i think it gets about 560-570ish dmg
itd be dope if somone find away to get head on frames and use far st.hk>super
i wish we could fadc from far hp…
i think i overcomplicated this in the past trying to go max distance w slide kara super got frustrated and finally omitted it and went with plain ol far hp super as u did above.
dek and others heres one for ya…only if ur bored w nothing else to practice… f.mp>super. i havent recorded it ever.
only worked for me with this:
set dummy to no block,sweep and then on his wakeup with last active frame of command overhead and first frame of unblocked dummys wakeup : f.mp>any super. …if it works, its narrowly or only with hp super, then try after w slide kara lp super for midscreen magic
note:9hits was damn near impossible mid screen if at all, 8hits is hard, also hard to verify since most common is 7hits but you know you got it cause the scaling adds up.
been using below for a while as a few may now…
stay thirsty friends
overhead, st.mk and cl.mk all are +2 on hit. Which means it’s possible to link the super if you hit with the later active frames.
Far. St. hk is +0 on hit and 2 active frames. So if you catch it with the last active frame per meaty you should have 2 frames to get it off, coupling that with the distance unlikely it will work, but there are a few scenarios where you can 2 frame punish with Super so… but it would be “super” tight to pull off… no pun intended.
Have you tried on counter hit??
Yeah its +4 but f.st.hp has terrible recovery when hitting someone. You can only link the super at specific distances. Too close and you dont recover in time; too far away and the opponent is pushed back too far. If you hit them about a character length away, you can immediately recognize and link. If you practice in training for about 20 minutes you’ll get a good feel for it.
If +4 is the set-in-stone number, then distance should not matter. Recovery doesn’t either because that was added in to determine that number anyway. If there’s spacing involved to get super to link (disregarding whether or not it reaches), then +4 is an inaccurate number.
Half of wiki is inaccurate lol. But to be fair, the numbers are the numbers and they dont take spacing and meaty’s into account because thats what we the players are supposed to figure out. It is +4, but the only way to link super is at a specific distance.
I assume they just do everything point blank, or as close as possible in this case and count the frames there. If I had some way to record and break down frames, I’d have done it myself.
dek is right tho its real spacing dependent…which is why i was like. …oh slide kara should fix this but nope…doesnt help much and is just adding more shit as its a small window.
but deks got it down perfect. …good shit…now some characters smaller chars may differ like fuerte ibuki
Massa- counter hit…no…not yet…wheres Number6 he ALWAYS trained with CH on…wheres he at…?
but when im away from my console is when i get odd ideas…
thats what is cool about Massa,…hes like Mr Owl from the tootsie roll commercial…thrrrree…licks…knows his shit…!
since you guys are dialed in, answer this…far mk>ex tatsu? is it a true frame trap…? wish it had a tad more hitstun. … far mk that is as i recall it didnt hit on CH pre AE,then they made it link to a palm. .it should naturally link to tatsus or juggle as an AA…
also any ideas what iat will frame trap from including normals. .fadc from any normals etc…it would be nice to know if lp and lk fadcs could help or be good for something…
aos so far as ive tried far mk>hp super works straight out…
But the thing is that its not TOO space dependent. Its not like its a one frame link and has to be at a certain space. Theres about a whole half block in training (half block space in width in the general area of linking) that the opponent can be…and its a 2 frame link and even more on counter hit.
Takin - f.st.mk, ex tatsu is a terrible idea lol, no offense. No ones gonna be doing anything after getting hit by a poke other than cr blocking. As as far as fadc’ing goes I fadc cr.mp on occasion and it works pretty well if you dash forawrd and frame trap. People can spot the fadc pretty easy so my throw always gets teched. Lp and lk fadc’s would leave us negative. If you’re gonna fadc anything it should be a heavy because they have way more hitstun to soak up the forward dash.
I downloaded the frame data files a LONG time ago, so I could figure out vortex but it’s like a 9GB File, but it goes through all the animations. However. I don’t have Yun, Yang, E. Ryu, or Oni.
Where’d you get it?
I downloaded it… bit torrent site.
It’s def. out there. I’m not sure if it’s a way to Drop Box a 9GB File… but I def. have em.
Check your PM
dek i have used it to end rds w chip…vs the tall guys… currently although very remote.there is some value in adding an extended distance round ender w chip… idk i like the unobvious…wish it was more useful(like if far mk comboed into tatsus or caused forced stand up
but just wanted to know per frame data if it was a or was close to being on paper a trap or not, not that it wpuld change my ways on dj it seems pretty good. its the matchups were your toe to toe not doing shit and staring at your opponent…looking at his las pixel of health. …
any ideas on any frame traps with iat from you data heads?
far mp doesnt do it…would be nice to find just one. …ooooh if they buff hit stun and recovery maybe st.lk>iat might be a reality someday…shit ima go try fb fadc dash dash st.lp>fadc>iat works for me… lol
i just want to find something to actually use fadcs from lights just to have more knives in the drawer or use it for faux setups, or maybe to bait reversal srk os`s.
If it is +4 on hit, it is +4 on hit, being too close means nothing, it is +4 on hit, the recovery is never worse than +4. It can be better with a meaty hit, but it can’t be worse than +4.
Spacing and meaties can only ever give you more frame advantage than what is listed, never worse. When frame advantage (or disadvantage) is listed it is listed as hitting on the first possible active frame, so the number listed is the absolute “worst” you can be. You can’t make a HP palm any worse than -6 on block, likewise if standing far hp is +4 on hit, it is no worse than +4 on hit at the minimum hit range and the maximum hit range.
I will give you that being too far is entirely possible because of hitbox/hurtboxes not connecting cause of distance (like the safejump of a 3 frame uppercut). Don’t use FADC tatsu into flyby Ultra 1 as an example of too close. It’s still because the hitbox on Ultra 1 misses the hurtbox on the opposing fighter, it’s not relevant to frame advantage.
Also, saying half of the SF4 wiki is inaccurate is inaccurate.
:tup:
When I stated that half of wiki is incorrect, it was an exaggeration because obviously half of wiki isn’t incorrect. They had some wrong ultra numbers for a few characters and it seemed like they hadn’t updated everything little frame data change from AE to 2012. I just had this debate with someone about two months ago because numbers were clearly wrong but taking a look now it looks like they’ve updated it within these last two months.
But half of that post had nothing to do with what I said. Nowhere did I say that if something says +4 on hit, somehow some way it can be +3 or less by spacing or meaty’s. That doesnt even make sense. I specifically said that the frame data on wiki doesnt take into account spacing. Wiki says light and medium Jaguar Kick is -3 but can we punish that with super? MAYBE right up close but when spaced absolutely not and if you think you can show me a vid of a spaced light Jaguar Kick with pushback and you punishing.
So again, like I said the first time, f.st.hp has bad recovery. If you hit someone almost point blank at the very beginning of the range where f.st.hp will activate, you cant link ANYTHING because you haven’t recovered in time to perform another move and actually have it combo. At tip you can link sweep which is where I got the idea to link super. Super is faster than sweep so you can link it landing the f.st.hp closer vs at tip. And again, at tip theres too much push back and the super will whiff. This is a fact, not speculation. If you dont believe me, go into training and do it yourself.