You can’t crouch this. It’s a True Fuzzy that catches the transition from the 1f force stand to crouch block, on every character in the game.
It’s not a plink. A plink input would give you a kara air tatsu. You have to hit the kick button/s on the next frame on it’s own after the j.MP, like a double-tap.
Height restriction on the way down from a jump has nothing to do with it. The only reason it wouldn’t activate is because you would be performing the tatsu motion too slow, so that by the time you’ve finished it, Gouken will be considered as being in his landing recovery frames. There is no restriction when descending from a jump. You just have to perform the tatsu a certain way to get the cancel out.
I wasn’t calling it a plink, but that was the best way I could explain it… you’re almost hitting the buttons at the same time…
Good vid. though.
So you’re telling me then that this is essentially a one frame link then; not in the form of a link but in the form of an actual setup. So that means you have to jump on exactly a specific frame and hit the mp on exactly a specific frame.
funniest was catching a non block crouching blanka w dj.mp air tatsu…to me low kongo and crouch blanka is about the lowest i can get with it.
bad thing is the inconsistency wit standing opponents, for some reason ive felt robbed for when some characters it hits twice stand blocking some crouchers once only, its insignificant i suppose but i wished
it was overall a bigger hitbox on dj.mp, so i didnt have to search for 2 hit consistency across the cast.
so the “fuzzy” isnt an os? im not an os master but have been having tons of fun finding all obscure ones i can for some time now and documenting them i n clasic bootleg fashion, i even called it such on my channel a while back, i been on that shit for a good while, but use it selectively,yet promote it duly.
edit: that first stand frame…this explains why i backed it so much and always thought it was very solid, i just didnt know all my reasons for feeling tat way. i wished id realized that. ive always been playing off what feels right since sf2.
kara air tatsu? i thought i imagined it, since you cant seem to see it kara in the replays. ive done that with roundhouse on diagonal jump prior to air tatsu…of course…never concentrated on doing it well,but since theres another whos seen it, i will find at least 1 or more sound applications for kara air tat. performed rarely and accidentally i swore id imagined it.
Perhaps crossup kara ex iat., using the dj hk to bait crossup reversals? then ex iat back to frontside to smack the reversal srk…from behind
which of our normals can lead to frame trap with all iats or any if at all?
also would be nice if we could fadc out of iat’s, no juggle properties…just give me a knockdown to vortex, and im happy.
It’s a fuzzy setup because:
A) It catches the transition from standing to crouch blocking on an opponent’s wakeup.
B) EX Air Tatsu is a truestring once the j.MP or the first hit of Air Tatsu is blocked. If they attempt to crouch to escape the chip at any point, they get hit out of the standing to crouching transition.
The EX Tatsu is a built-in OS to the method of executing the j.MP xx EX Air Tatsu so low to the ground. It’s just a natural byproduct of it.
You can kara every move in SF4. They don’t necessarily have any use though, like kara Air Tatsu.
It’s a frame-specific 7f safe jump, yes. In the same way sweep > DF Dive Kick is a frame specific 4f safe jump. The j.MP part is fairly lenient to be honest; the height of the jump and the hitbox take care of itself.
i realized now my vid had no f.throw, and did it off of sweep.
so overalleven w varied timing you can push em into a payoff situation i guess, just bearing in mind the fthrow setup is the go to. sweet.
Only thing it should have a bigger bitbox and hit overhead on crouch blockers…which it currently forces stand up on.
http://www.youtube.com/watch?v=jv0Xkw-xn3E&feature=youtube_gdata_player
just did a little damage/stun test with the mp x lp.fb > mp x lp.fb fadc corner loop:
mp fb loop twice + sweep : 359/425
mp fb loop twice + lk x hk.tatsu : 366/435
mp fb loop, mp fb loop with mp palm : 358/450
mp fb loop thrice + sweep : 381/455
mp fb loop thrice + lx x hk.tatsu : 394/470
mp fb loop twice, mp fb loop with mp palm : 377/460
so it looks to me like the best choices are two iterations with sweep link ender, and two iterations with palm cancel instead of lp.fb.
three iterations looks like a total waste of two ex bars.
the lk x hk.tatsu ender, while it does indeed to the most damage/stun, seems like too much (dropped link) risk for the reward.
wtf is going on there?
I still don’t quite understand.
the idea is, you do the kongo motion during the cr.lk, and hit the lp, when? what’s the deal? the only reason I can think the kongo doesn’t come out when you aren’t blocking, is if you are hitting the button during recovery frames of the lk. does the fact of being in the block radius make the kongo come out before the recovery frames are over? or does it come out on frame1 after the recovery frames? Does this mean that a special activated during recovery frames of a wiff move not get buffered unless you are blocking inside the block proximity radius??
You have to hide/buffer the ultra motion during your recovery frames of your normal… and end with block.
Normally you’d whiff your normal and block as usual, but for some reason if someone trys to counter attack and you are blocking and you proximity block and it will activate your OS. (if you press down back technically you are blocking, but if some one goes in to a certain range you’ll see Gouken put his hands up)… this is the range you’d that would activate it.
It’s bascially a buffer > end in block > and if they try to whiff punish it triggers it.
A very good find, but I can see them patching it out in Ultra.
This might be a problem…
good find Nev.
os behave so strangely, mashing makes this so fun…
now if both players are doing this in footsies you’ve got a Jedi battle on your hands…
This works because of how the input buffer leniency and the input hierachy interact with each other.
It doesn’t matter what move you use to whiff; it can be a normal, a special, a super, an ultra, a throw, anything. You input the command for the OS’d move of your choice (again, this can be anything, even a normal) towards the end of the recovery of the whiffed normal, making sure you don’t negative edge after the move has finished recovering and finally, end with the stick in crouch block.
Each character has a different input buffer (measured in frames), and this too is also on a per move basis. The move (in this case, the parry) doesn’t come out because you have pressed and released the button used to perform the parry inside the recovery of the whiffed normal. But, there are still frames after the recovery where the move will potentially activate because of the input leniency. For Gouken, this is quite lenient compared to to a character like Fei Long that has a low input buffer on most of his moves. Because SF4 treats crouch block as an ‘Action’ in the same way pressing a button in neutral is considered an ‘Action’, the game cross references the input hierachy to determine what move Gouken will do during this small window. As Special Moves are higher up on the list, the game chooses to perform the move rather than crouch block as soon as the opponent performs anything that would trigger a crouch block. Most will know this as Proximity Blocking.
The reason it is easier with some specials and some Ultras is because there are differing amounts of buffer leniency depending on the character and also depending on the move. Using a normal for it is harder because there is zero input buffer leniency for normals. It’s also a bit pointless to do it with a normal.
In theory, there are other applications. For example, you whiff a throw but input Parry towards the end of the throw whiff. If they are late with a striking punish, you parry the attempted punish. If they are later still, you block it.
With practice, you can input the OS so that the buffered special will not come out even if the poke connects.
Reading the comment on that page, we could OS ultra if we for example did QCF, QCF, DC + HP, where cr.HP comes out unless they stick a normal out. They can stick a normal out if we make them think it’s a good idea to, like after blocking a sweep. Or something.
that input window is goukens bitch!
What’s the input delay between the qcf, qcf, db and 3p. I’m getting the ultra even if I db after the 2 x qfc.