Labwork: Tests, results, discoveries

im the tech that doesn’t get radio play guy! and the air tatsu guy apparently@!

oh and Im this guy too:
https://youtu.be/yKU8doGhYBM

@Aquamandog Here it is… https://m.youtube.com/watch?v=L5X3pRX_23Y

So I was looking at Air tatsu in frametrapped, and I found a couple interesting things

  1. You have 1 frame’s worth of lower height restriction on the way up than on the way down.
  2. Ryu’s standing neutral hitbox is exactly at the landing height max.

This means that you have to hit air tatsu on that exact 1 frame of restriction in order to hit neutral ryu if you are coming down, but you have 2 frames to play with on the way up.

Just thought I’d throw that out there for the frustrated.

EDIT:
also, the backside leg looks to be 1 frames-worth lower than the front leg. so crossup gets 1 extra frame of lieniency.

EDIT:
also, if you are trying to get a higher IAT for escape, go to Back after the jump to enable a 4 frame longer buffer window.

For a jumpin mpxtatsu against ryu, you have 2 frames for the correct timing on the mp and you have 2 frames after that to hit the kick.

on the other side of the spectrum…
going for an instant jf.mp xx tatsu against hugo, you have 6 frames after the first jump frame to hit the mp, and a whopping 14 frames to get the tatsu going
(instant jf.mp against ryu doesn’t work at all as far as I can tell)

i was working with frametrapped also and had a lot of fun…
@arti- would you say input leniency is about 10-9frames?

Can you figure out the “stacks” thing?

yes I have created a few…

cant we share them or something?

leniency where?

@artificeren Try j forward qcb mp * k. See if that hits neutral Ryu.

If the mp lands you should get tatsu.

the input window. using frame trapped I would say its at about 9-10 frames. I did that slide kara fb and turned it into a “stack” and found you can hold forward on gohadouken input for up to about 9-10 frames walking forward and still get a fireball

ok wait, let me be clear.

this works on neutral ryu:
jump forward, wait until you are coming down, jf.mp xx tatsu.
with that, you have a 2 frame window for the correct timing on the mp and you have 2 frames after that to hit the kick.
that, of course, means, qcb, mp, k. with no more than 2 frames between the mp and the k.
Too early on the mp, and you’ll wiff it.
Too late on the mp, and you’ll be below the height restriction for air tatsu. You’ll still get the jf.mp, but you will not get the cancel, and you may get a grounded tatsu with negative edge instead.

you actually gain 1 frame of leniency against ryu doing jf.mp xx tatsu rather than just front side air tatsu, but, of course, the motion is more difficult.

I haven’t done a whole-roster check on this stuff, but obviously ryu represents a shortish hurtbox.

the buffer window seems to differ per move, and also depends where in the move you’ve inserted the pause.
“move - neutral - button” has a shorter window than “move - neutral - hold last direction of move - button”

I was stuck on that shit trying all kinds of things, I was really lost at first on how to do stuff.
Makes me wanna leave chuck e cheeses right now and go play

I tried Ryu from the ground and you can’t be neutral and j. mp. I normally test stuff before I offer it up… but I couldn’t even get the mp to hit Ryu from neutral… so I guess that only works on bigger bodies.

Now I can tag him almost everytime when I jump in and qcb j mp ~ any kick button. The height restriction doesn’t seem to matter b/c of the cancel. You just have to make sure you plink or double tap the kick after the j. mp, I got it pretty consistently.

I’m not sure if there is way to check to see what’s going on there, but I did it on Blanka as well and it looks like Gouken’s feet are touching the ground while he Tatsu’s. LOL.

When I say "neutral ryu’, I mean the training dummy is standing still doing nothing. Rather than blocking or walking or waking up.

I don’t mean gouken’s neutral jump. Obviously you need to diag jump to get the cancelable elbow mp.

Now, as for testing, I’m using the frametrapped app on PC, which lets you do things repeatedly and frame-exact every time.

When you jumpin on ryu and, as you come down, you do a jf.mp xx tatsu, there are only two frames where it will work. If you go lower than those two frames you will absolutely be too low to get the tatsu cancel. It happens every single time in a frame-perfect way. I’m away from home for a couple weeks, or I’d make a video to show you.

So this is probably well known too but demon flip can cross up in the right corner but not the left. I know this applies to other character’s as well but do people know this who don’t play Gouken or is this going to catch people off guard?

I’d invite u to find the one crossup shotos and others are vulnerable to on the left with flip dive…otherwise its like 98-99% hard to find…and of course its on wakeup…

NP…

I think we are looking at the same thing.

I think you are looking at the number of frames that you have to pull it off… and I’m looking at the method of pulling it off.

bumped from video thread…

Of course you have the grounded counter hit set ups and overhead… but if you want to jump in, you can use a well timed j. lk, j. mk or a variation of the video below and get some interesting results.

In the vid, I delayed the reversal so til the last possible moment so it would auto correct, but the way the set up works Gouken’s hit box is still in front, and in the cases where the hit box goes behind per cross up, the opponent goes in the opposite direction and Gouken lands behind them.

https://www.youtube.com/watch?v=vk0WUFYb3MU

OLD VID

Here’s some intersting stuff about Akuma’s dp… since the hit box is different than the other shoto’s you can attack it like a 4 frame reversal and still get away with it if you hit the right spot. (Gouken is techinically in front so no auto correct) :slight_smile:

I made this around AE, so if you do this in Ultra and he does DWU, either block or EX Flip on him.

https://www.youtube.com/watch?v=afNW9gNOWlY

https://www.youtube.com/watch?v=4HgFUA6KX34