the command grab is an untechable throw with more range, damage and stun than the normal throw. Definitely worth using. As far as the ex throw goes, I’ve had luck using the ex command grab after a far jump in or during footsies.
I personally don’t think Bison is S tier. You could say he’s top 5, but in this game I think basic movement is going to be very important due to lack of hard knockdowns to be a set play character even if your walk speed is slow. I also don’t place as much stock currently in characters that have 3 bar V Triggers. Especially one with a V Skill as situational as Bison’s. Bison seems like a character where he has these definite neutral holes that are only fixed by becoming more anime via V Trigger. Right now you get lucky if you even deal with a Bison’s V Trigger for any long period of time during the match and he just simply doesn’t feel top 3 pre V Trigger. Especially without any neutral reversal other than super.
Nash is looking good. Personally like him better than Bison at this point. Slow walk speed but quicker dashes and and just as good normals to assert himself in the neutral. Close game is very pressure oriented with a quick overhead. Plus 2 bar V Trigger that just kinda compliments what he does and doesn’t seem as vital to completing the match for him like Bison’s.
Chun is really good. Yeah.
We’ll see what’s up with Laura. She seems like Ken where either people are right and she’s booty or the meta gets cracked out and she’ll seem to fit into it better. We’ll find out.
I got the infinite beta running and unless something’s fucked malvadisco pulled a fast one on me. cr.MP has too much pushback to combo into itself on ch. I was all over that shit and telling everybody to fuck off with that st.mp garbage.
So the only frame trap option after LP bolt that can’t be beaten by a 3f jab, is safe and leads to anything is CH st.lk/st.lp/cr.lp, cr/st.mp xx MP bolt. Against Nash, Ken, Gief and Bison you can go for CH st.MP, cr.MP.
I think Laura and Ken will be near the top when the dust settles. Their V abilities just have too much potential IMO. V Skills that add to mobility, Triggers that create new combo opportunities/damage/stun.
The command grab has really bad range. You either do right after a jump in or after any one light attack
Do more than one you are out if range. Press a medium button and you are out of range.
Cr.MP can combo into itself but you have to be close and the opponent needs to be crouching
After LP bolt connects, all the button you mention will cause counter hit if they try to jab. One thing I tried tobdo was set the CPU to jump after a bolt and I couldn’t get it to work. Can you check if the opponent will stay grounded after getting hit with a normal when LP bolt connects?
Edit: didn’t mean to double post. I thought I could this into my previous post
They’ll stay grounded if they git hit with any normal within 3 frames of leaving hitstun. st.MP and st.MK cause an air reset but lights and cr.MP work.
You’re right, cr.MP does combo into itself on CH if they crouch. I guess it’s a fairly good idea to go for cr.MP after LP bolt against Karin and Cammy as they only have crouching 3f normals. I think less pushback on cr.MP would be a fairly important buff. It doesn’t make sense that both st.MP and cr.MP have such disgusting pushback.
Frame data on cr.HP is definitely wrong. When cancelled into avante it should be -2 on block, +2 on hit and +4 on ch but it’s -5/-1/+1. cr.MK is also worse than advertised, which wasn’t too hard to figure out as the frame data claims that it can combo to MP bolt.
It works, but it sucks. It’s hard to do and too slow to catch back jumps. Though, there might still be other, more useful, things to discover with those kind of OS’s during pressure.
I like that OS but I’m confused on how you’re pulling it off.
Are you doing the inputs during the Avante?
Basically I’m asking what is causing the inputs to redirect if the opponent jumps?
I’m timing the inputs to happen during the recovery of the jab. If the jab whiffs there’s no hit stop so the recovery happens earlier, and I’ve already recovered by the time the inputs happen. So basically, the game alters the timing for when an HP elbow is eligible if I make contact.
The inputs are just cr.jab, qcf HP but making sure that I press HP after the cancel window has ended, but before the jab has recovered. The input buffer makes it a bit trickier to time than similar OS’s in 4.
If you’re taking that data from infinite beta I wouldn’t rely on it. Every clip I’ve seen from it has Laura stuck in V-Trigger mode, and I have yet to confirm if that changes dash timings.
What set of frame data claims cr.MK combos into M Bolt?
Active on 7:th frame, 22 total, 0 on hit means 16f of hit stun. MP bolt has 15f startup. There might be some weirdness where it doesn’t cancel on the first frame or something, otherwise it doesn’t add up.
Looks like it’s possibly old data. That sheet is named Laura2 and there’s a separate one named Laura3 which has less data. Something is most definitely wrong there.
In terms of cancelling, if I’m not mistaken, st.LK and cr.MK will combo into the same things.
I would correct the data, but when it comes to frames, it’s too much effort to bother with it until the game comes out.
I did some testing to figure out what was wrong, and the results are really confusing. On the frame you press a button there’s a transitional frame of animation. On the frame after that the button press shows up in the input feed, followed by another frame of start-up, and finally on the frame after that a 3f move will hit. So you might conclude that by 3f start-up he actually means that the start up period is 3f, and it becomes active on the fourth. But if that’s the case no link should work. I don’t get it at all.