Labwork: Tests, results, discoveries

I thought delayed wake up was primarily put there to weaken vortex and 50/50’s.

I can see it benefiting both ways with and without the indicator, but without some sort of indicator the defender benefits pretty well…

If they would have fixed the true reason we had un-blockables we wouldn’t had needed delayed wake up in the first place.

The hit box needs to be uneven, not flat on top. Or like an isosceles tip on

ok so new laptop, ill be capturing in real format I think now…er from now on

That would probably even cause more issues….

RED FOCUS lol

Just seems like however they’re made the hit boxes have too much neutral real estate that it can’t define properly.
I’ve blocked alot of that unblockablr crap with the same kind of blocking I’ve used since sf2…the eye sees one thing and at the last instant your hand is following muscle memory and you block by a little wiggle at the end to the opposite side.
attacking limbs In SF have alot of freedom

I will be working on getting fdash > kongo cancel close enough for another fdash and perhaps more…
looks like it can work vs 2 hit combos similar to double kongo…
@ about 10 seconds is what im refering to;
http://youtu.be/-C92EFzUVxk

HMMMMMMMMMMMMMMMM…so why dont I try to add another fdash and cancel to it…??? back to the lab

The inputs please.

ive done alot of variations , so off top of my head its a little fuzzy , so forgive me…

negative edge helps this one out iirc…

fdash and hold focus (just enough to create the slightest windup maybe 2 frames) buffer and release an ex kongo before he completes his dash forward…

if i was at home i could tell you for sure…but i know thats ballpark at least…

I just remembered I have this also, which is fresh…

fdash double kongo absorbs 3 hit combos…will be back in lab on this forgotten tech, I should have frikkin tested it on ex green hand, ugh and damn CL Mk from blanka.
but any how I got the below result trying to hp kongo cancel ultra1, messed around around a bit and came up what you see below

I took this footage a while back…

about 35 secs is the money shot … finding triggers to OS off playback

unlike the above this kongo slides a bit forward similar to a Kara kongo only I used input delay to “$lide” forward a bit by holding forward a bit longer on the second forward input of fdash.

hopefully you’ll see he slides forward in this iteration opposed to that of the above vid.

They are slightly different than each other and are triggered differently…tons more labbin to do…

hit that dojo son#

http://youtu.be/KkLD1_MFaa4
as you know our dash used to have us classified as grounded in SUPER, wonder if that woulda made a difference with that fdash dbl kongo…

https://www.youtube.com/watch?v=pNOPNeK2Omo

Sorry if this is the wrong place but it seemed appropriate!

Can someone explain how this is done?

I have tried: 32146§3214(KKK)

But either that doesn’t work or I’m not fast enough.

I always do :db: :d: :df: :d: :db: :p: :d: :df: :f: :3k:

The only practical usage I saw there was dhalsim’s arms and countering first hit of ryu’s ultra fireball.
Correct me if i’m wrong, but everything else either would have been blocked, or was a high risk guess.
If you kongoXultra a sweep, sure, it’ll work, but if they light poke instead, the ultra doesn’t come out in time and it’s either blocked or you get counter ultra’d or reversaled.

It’s not as good a plan as these videos make it out to be.

Got it the first time. You’re the man!

It’s an OS. If they don’t hit you, the ultra doesn’t come out. It also comes out on frame 2, meaning for Ultra 1… hits on frame 12? Not bad.

You basically use it when you are going to Kongo anyway, like from a jump-in.

Now rise just add a fdash or bdash to the front of that lol .
and Rise I do agree w you but also see arti’s point on practicality and U2 doesnt seem to have as many applications(then again i dont use it)…and as youve stated off a jump in seems more practical, but i havent seen a vid yet showing hp kongo cancel to U anything yet :wink: AND ODDLY ENOUGH IT IS AN OS, but kongo is weird in that negative edge thru my research also does weird triggering to OS’s in respect to kongoshin

Reipin where do i get the legend for that notation? ill start trying to decipher instructions on what ive shown above also if anyone wants it. (shit id like to see it myself in notation!)

downfall to u2 generally speaking when used as above is since its an os you basically wont get to charge it save maybe a few scenarios if an opponent does an fb then dashes behind it and then jumps at gouken you might get 5 hits out of it…damage is obvious better when cancelled from kongo so better than denjin by itself.

…the charge on denjin is lame( ive always felt ) too bad that cant be buffered also( the charging)…and if opponents like vega dudley yun yang and many others are at the end of kongos range then its game over for gouken as they can attack and retreat in looped fashion…we need to get in and open them up by baiting them into using BnB’s on us at closer proximity…by penetrating their pokes and using it against meatier attacks

Given that: ill stick it into my os labs and see if i cant get more out of it as an fdash>blah blah os u2 but i give him props for showing kongo cancel u2 i hadnt seen it done yet, and since i dont care much for it as i rarely pay attention to it(I know I shouldnt abandon any aspect of his game, so I will start labbing it! )

also trying to master fdash> kongo cancel ultra 1, and ways to use it to penetrate their zone, instead of at the edge of kongo range is my goal w this dash in shit

Fdash will absorb the poking light attack and as you penetrate their zone , most likely you will see it followed by a mid or heavy attack cancelled into a special as Gouken gets toe-to-toe with opponents.

Basically i see or anticipate cr lp or lk since im in footsie range , after i bypass that with an fdash opponents will likely go to mp>hado or lk>srk expecting to catch me in recovery after dash, but as i demonstrated fdash>kongo can be done right behind one another so basically …that ass is mine just gotta work out that muscle memory and execution …

SHIN SHO BABY!

edit: holy shit wait…how about double kongo cancel ultra…omffffffffffffffffffg…i must be bored…cant wiat to get off work

edit the 2nd: id actually take a nerf on kongo damage by 50 if they gave us damage equal to the attack were deflecting e.g. 100+40,60,80 for lights then mid and heavies OR WHATEVER

edit number C:

I was trying for fdash>fdash>kongo cancel ultra triggers in this playback loop

http://youtu.be/X3KpasuQLI0

trigger points can be dictated by negative edge on OS i believe, still not down to an exact science…for me it begs the question ,
whats the most optimal application for things like fdash>kcu 1, bdash>kcu1etc
where do i have to be , when do i release, how long do i drag the stick etc

http://youtu.be/r0XGxM7Yptw
more reasearch from that day

and below as well
http://youtu.be/pGOXC-EYe8E
different release points used in each as well as other differences

What can kongo be cancel out of?

normals and apparently dashes in such a fashion that they can deflect combos… Im going to try to find the corrcet trigger points for EX green hand, which ive hoped and felt can be beaten by fdash> dbl kongo but have yet to put it together ,

the secret could lie in negative edge but when done as an os while dashing it holds its “place” so to speak , so the dashes could get interupted say like above youll see fdash>fdash and when its interupted a kongo can pop out since I os’d it , essentially saving us while in footsie range…

what im looking for is how to extend that focus dash state long enough to constantly dash in parry cancel back out dash in lp kongo and stuff like that…its been a lot of fun in the lab recently btw,

So, what can armor cancel a parry?

We’ve got Ultra and another parry. Those are great. Could you cancel it to an EX Tatsu? That would be disgusting.

Under the assumption that it should be “possible” (I don’t see why it wouldn’t be), I tried some things…

First, you can’t cancel any punch to 3K because plinking to 3K wil always get you a grab, focus, or taunt unless you unbind taunt.

You can’t plink LP to anything.

you can’t plink MP to anything either, because MP~LP/MP gets you focus attack, and MP can’t be plinked with HK.

You can plink HP to LK/MK, but I have stupid fingers or it doesn’t work for another reason.

The input I tried was 4214HP~LK/MK. I only got a parry every time.

Feasibly any other EX move i think.
I tried testing it and I couldn’t get it to work.

Although I can’t see the power of doing an Parry into EX Tatsu.
If they’re jumping in, dont let them win by not attacking just tatsu them.
Grounded? they can still do cr.Lk and make your tatsu whiff.
In Ultra, why over-complicate things, just Tatsu first ask questions later.

no?

You’re right, as usual.

I got excited at the prospect of parry->EX Tatsu vs. Sakura’s deeper jump-ins and maybe Dudley’s too, as both are hard to AA for decent damage with conventional methods.

But it’s probably better to just parry it wholesale.

Neville used to suspect that was possible too but never came up w anything.

I think the parry cancels are great defensive tools we can use to penetrate

Art is correct, the usage is extremely limited.

In Ultra, no.

Think about the punish you get when you whiff an EX tatsu (level 3 focus into whatever the fuck they want) vs a kongo that doesn’t get set off (a jab hit confirm combo? A throw?), the punish on a missed EX tatsu vs a missed kongo are usually nowhere near each other in severity.

However, it doesn’t matter since EX tatsu doesn’t armor cancel from Kongo.