Apparently, there’s some invincibility after f.throw if you stay neutral. I did not know that.
wait, I thought we tested that back in super, is this something new to ultra?
Yep. There is about 15 invulnerability frames.
I’m doing the lab work to see exactly what it can avoid, I’ll post it later.
Here’s the list of all I could find
Everything is reversal timing
Decapre
Ground U2
Ryu
HP Super, sweep is out of range anyway
Ken
fMK, farHK
Honda
stHK
Ibuki
1st hit of Ultra2, first hit of all Tsujumi
Makoto
Nothing
Dudley
EX Duck follow up
Seth
stHP ( limbs ), stHK, stMK, Ultra 1
Gouken
farHK. Sweep is out of range.
Akuma
crHK
Gen
Mantis
crMP, crHP, stMK, stHK, crHK, MP & HP Super
Crane
Nothing
Dan
Nothing
Sakura
stHK
Oni
fHK, fMK, crHK
Elena
EX mallet smash only second hit ( she can still combo out of it )
crHK ( not the slide )
Yun
LP Lunge
EX Shoulder first hit whiff
Juri
LK Pinwheel
ChunLi
Avoid the first few kicks of Super / U1
crHK, stHP, backMK, stMP, EX Legs,
Dhalsim
stMP, stLK, stMK, crLK,
Abel
LP and EX CoD first hit, fMK, stHK, stLK, Ultra 1, Ultra 2
C.Viper
Ultra 1 ( we drop out of the Ultra at that range anyway )
Bison
LK Scissor, all other scissors only get one hit.
stMK,
Sagat
nothing
Cammy
nothing
DeeJay
LK Sobat
Cody
MK Ruffian, Ultra1
Only the last hit of Sand connects on Ultra 2
Guy
EX Hozanto
Hakan
nothing
Rolento
Ultra2
Poison
First hit of Rekka( including EX Rekka )
Evil Ryu
Ultra2 connect but without full animation
Guile
All Flashkick, fHP, first hit of U1, first hit of super
Blanka
crHP
Zangief
All Greenhand ( EX included )
Rufus
stMK
ElFuerte
Ultra2, Ultra1
Vega
crMP, crHP, rising hit of EX FBA, rising hit of Ultra1
Balrog
All headbutts
EX Dash Upper
Fei Long
First Rekka all versions. First hit of U1, crHP
THawk
Nothing
Adon
stHK
Rose
crHK, stHK, fHK
Yang
First hit of all Rekka, EX DP, Ultra 2
Hugo
crMK, stMP, kara EX Ultrathrow
Thanks for putting together the list, Noocta. SeaSlug showed me the one with Fei’s Rekkas, probably the only one I’ll realistically think about using since that’s a really viable option. Hooray glitches!
i don’t think that’s a glitch! it was in 3rd strike and I think they purposely put it in there.
I don’t see too many recent posts on this board, but I suppose I’m in the right place so I should give it a shot.
I’ve been practicing Makoto, and while I’ve got a basic handling on her, uh, basics, I need some matchup data. However the spoiler tags for threads don’t seem to open up correctly for me. I’m not sure if that’s happening for everyone or just me but either way, some assistance would be appreciated, especially with Mak v E. Ryu.
this is a mu I’ve been constantly working on for the past month+. can’t post to much right now but if you leave more specific questions i can help answer them when i get back.
Oh well if we’re talking specifics, I’d like to know what and what not to go for when I see E.Ryu jump in, and what I should be doing when one decides to run away. I always seem to get knocked out of my approaches or he gets away.
Hi, i am new here.
I’m looking for safe jumps/Option Select in USFIV with Makoto (videos would be great)
extra: How do you deal with the Posion MU?
Thanks for the help!
Thanks, all this is applicable in Ultra?
If they do delayed wakeup, it wont work.
Is there a collection of post EX fuki mixups on here somewhere? I’m asking because I’m finding myself becoming extremely predictable, on top of that it’s pretty annoying my sparring partners have started grabbing me out of everything the moment they see a mixup coming that isn’t a meaty.
They can’t grab IATs ya know. If they have that read on you, start mixing those in.
The Vryu video on it is pretty much the extend of what is used.
If they grab after it, just do cross under into axekick, works well.
Also, a fake meaty can be ok, as they’ll think that it is a meaty and they’ll block, so you can karakusa them, although is a bit risky
Thanks for all the input guys, Makoto forums still one of the most helpful communities around
with e. ryu his jump in is difficult. the proper answer for any jump in question is fukiage but nobody is going to react to every jump in with fukiage. his normals don’t really give mp or c.mk much trouble so aaing with them is a safeish bet. this is where his drop kick comes in. it really fucks with the aa timing and its really evasive in terms of mp/cr.mk getting a clean aa. it is easier to react to with fukiage though so there’s that. if he’s running away during pressure its most likely cause of teleport. this is reactable with hayate. if he just decides to play the zoning game while waiting for you to dash in then don’t. e. ryu is one of the characters in particular you have to take a slow approach on. especially once he has 2 bars. once you get him to the corner just keep pushing him while looking for an escape.