Makoto Wake-up and Post-Hayate Mix-ups

Those are great. I can definitely see someone who’s patient on wakeup wanting to throw those whiffs, and eating lots and lots of death for their attempt.

these set ups are brand new to me too… and they look awesome too! I mean she does a round house kick then a meaty st.mp, that’s sick lol., I would probably have fallen for quite a few of those set ups, especially the whiff jab into oroshi one. good stuff man.

Wow, very nice setups theDUKE. A great way to hitconfirm U1. Good stuff. :smiley:

I looked a bit for the answer, but how were the wakeup frames calculated by V-RYU for the different UNTECHABLE knockdowns per character?? Or is the info listed somewhere?

here dude:
SUPER STREET FIGHTER IV Wiki - ???

Nice. Thanks! Do you read Japanese or do you get that site translated somehow??

i read japanese^^

how do you get it translated?

Any solid setups for EX Hayate, LP Fukiage? I think we’re all going to be doing that A LOT in AE when we don’t have two meters. Any safe jumps or perfectly meaty set-ups, assuming and not assuming a tech?

So what’s the definitive long backdash OS? s.HK OS s.MK? I’m having a lot of trouble consistently catching some of the longer ones with 3 LP, 6 LP + HP.

I’m really curious why the developers gave Balrog an above average backdash when he really should have a trash backdash like Cody’s or Dee Jay’s. Then again, my theory is that overly defensive characters like Balrog and Guile should have 900 health like Dhalsim, but that’s just me thinking out loud …

Wow lots of useful tips here.

So, with faster dash, I’m finding that using it to measure timing for meaty s.mp and chop are bit messed up. What set ups are people using to measure for these in AE? (besides vague timing descriptions like “wait half a second”)

Yo vryu!!! I have a quick question. I see you doing this in your matches:

c.:hp: (hit).

Dash, c.:lp:, (meaty st. :hk:).

Or at least I think its meaty. Its weird… It hits on the 46th Frame. but c.HP causes 45f of wake up… My question is, when I’m calculating meaties, should I be calculating that they hit on the frame just after they wake up? This whole time I’ve been calculating like this:

c.:hp: - 45 f. Wakup

x move, dash, x move= 45f= meaty attack.

So should I be calculating so that the meaty attack hits on frame 46 or frame 45??

dash = 16
crLP = 4+4+6-1 = 13
meaty HK (last frame) = 15

16+13+15 = 44F

It should miss, but i usually do that, because I know I miss the perfect timing xD
You should use crLK instead (14F) for a perfect meaty stHK.

45F

man you are awesome! I’ll continue working on them. I haven’t been able to play much in the past few days, so these calculations kind of keep my mind busy…

Anyone know if it is possible to meaty tsurugi? Never heard of that, but if you can, i’m assuming that with the fun new properties of Ultra 2, you should be able to meaty cross-up tsurugi in the corner and connect U2? Testing needed…

I was thinking about meaty tsurugis the other day, specifically meaty ex-tsurugi now that it can be done super low. Seems like it couldn’t be perfectly timed though since you have to wait out the pre-jump frames for EX and there may always be a little play in the execution of mk tsurugi (a frame or two in either direction). Sounds like it could be interesting though.

side note: anyone else notice anything strange with knocking down with only one hit of ex-tsurugi? I will try to find the replay but I hit A Guy with only one hit IAEXTsurugi (I think he crouched the first hit and stood up into second) and it was a KD but he was up instantly. Odd.

jump attack OS kara EX fukiage works vs yun and ibuki. Dangerous cause dragons beat you :frowning:

Theoretically, you can meaty any attack. Meaty just means that the attack is active on the opponent’s first vulnerable frame after waking up. Not sure if axe kick will give you enough hitstun, even for lk U2, but it’s worth a shot.

If the frame data for Tsurugi is the same as SSF4, MK Tsurugi done as low to the ground as possible and meaty on the last frame possible will give +14 hit-stun. Even if the lower arc of AE Tsurugis somehow gave her newly possible frame advantage, it would still have to be at least a bit more than +16 to combo, because U2 is 16 frames of start-up plus whatever it takes to travel - which is not 0, that’s the start-up of the dive.

+14 doesn’t really offer anything new and useful except the possibility of a Yamase.