i think it’s even a 4F safe jump, because sagat wakes up 1F later after a backthrow.
good good!
there are setup to beat 3F reversal with jump HP too. In fact, they dont beat them, but crossup them (same way as tsurugi)
i think it’s even a 4F safe jump, because sagat wakes up 1F later after a backthrow.
good good!
there are setup to beat 3F reversal with jump HP too. In fact, they dont beat them, but crossup them (same way as tsurugi)
i was in training mode trying to figure out if makoto had anything to crouch under viper’s HP thunder knuckle … meaty low short doesn’t, meaty low forward doesn’t, buuuut …
meaty mp oroshi does. i think your hitbox shrinks just enough to avoid the move and you smack her to the ground for a combo. (setup: ex.oroshi, empty jump forward, mp oroshi).
This also applies to Dee Jay’s EX up kicks IIRC. Not sure about the regular ones.
[media=youtube]g5-yLRtzI3U[/media]
Works best on characters with fat hitboxes.
strange that once, MP -> crHP works, and another time it doesnt.
Are you sure you did the same input with abel?
I was trying to figure that out too. I think it might be an issue with timing.
Or I might’ve accidentally held back or something.
Either way, it’s pretty fickle.
Yeah I think you got the throw animation out earlier, and you got hit in the hand instead of body, which was earlier in sMP’s active frames and caused it to not combo with cHP. At least that’s what I think based on the sound of your stick/input vs the timing.
V-Ryu, do you have any setups to do a corpse hop F+HK after an EX Oroshi? Whenever I just do it without a setup, I do it too early and they can easily react or I’m too far away to hit with anything good. A corpse hop setup into meaty MP Oroshi would be killer.
(dash -> stLP -> f+HK feint!)
and Here is a 2 new option select i’ve found (hope it wasnt known):
meaty stHK (last frame) + recovery = 13 frames
HK karakusa = 9-10 frames (it has 2 active frames)
HK karakusa range = 1.06
so:
meaty stHK -> OS HK karakusa.
HK karakusa will grab any back dash shorter than 1.06 range and ground at frame 22 (you can check those informations here:
Super Street Fighter IV - Shoryuken Wiki )
but some notes:
i’ve tested against ryu, and worked very well (0.8 distance for backdash, and grounded since frame 19)
i’ve tested against feilong (0.7 backdash, grounded at 22). It should work (karakusa will grab at 22-23 frames) but i didnt success. Ok, i could try only twice, because someone invited me to fight xD ill check tonight again.
I didnt success the following OS (tried only few times…), but looking at the frame data, if should work!
If you check backdash frame data, you will notice that some characters are ground for 1 frame between invulnerability and airborn (ryu, sakura, rufus, seth, and others).
For example ryu:
1~8: invulnerable
9: grounded
10~18: airborn
19~27: grounded
safejump (4 frames landing) -> EX karakusa (5 frames) = 9 frames
it should catch them…
ok, you cannot safe jump against ryu. But that could be interesting against rufus!
The second bad thing is that it’s a just frame OS. So, you cannot delay your EX karakusa to guard any reversal attempt
Hmmm doesnt the st hk whiff move you forward a little bit too which would extend the range even further? Nice find.
i thought about this too.
But i dont think the last active frame or recovery frames moves you forward! only the first frames do it (i think).
edit:
btw, ken and dan’s backdash dont have airborn frames.
They are grounded from 9 to 27 (26 for dan).
Hmmmmmmm. But if you can only OS chun backdash with st mk after perfect meaty st hk, doesnt that mean it does? Gonna have to test it for all backdashes prob lol.
Maybe not. Because stMK has 1.59 reach with her foot.
Chun backdash is grounded at frame19, so karakusa should grab her. But it has 1.3 distance. Karakusa reaches 1.06
i think we have to try against dudley first, then dictator.
Dudley
1.1 (hope it’s not a rounded 1.05 :x)
grounded at frame 19
Dictator
1.0
grounded at frame 18
If dudley’s 1.1 is not rounded. Then that means stHK goes forward a bit. (since HK karakusa = 1.06)
It would apply to meaty st mp too wouldnt it, awesome.
Edit- had an idea applying it with a chain. Cr lp (can be meaty) chain st lp OS hk karakusa, so cr lp HCB lp+hk with chain timing. Could maybe reach more backdashes that are still moving back but prob not they all move back to the end pretty fast i guess not uniformly.
not really with stMP
Ahhh ok. Hmm but it looks ok for meaty cr mk OS hk karakusa prima facie.
But thats strange. For example, deejay has 0.9 back dash, but you’re out of range for karakusa. Maybe ita a sprite problem (same problem as lK karakusa against walking blanka…).
Ok. Ive noticed something. When you’re close of your knocked down opponent and he’s waking up, you lose about 0.2 range…(and lot more agains boxer…) even if you dont push any button…
Thats why this OS works against cody, abel and shotos. Im trying to close this gap, but cant find anyway until now
that’s been known for a while; everyone does a little push back on wakeup so you can’t be at point-blank (like you mentioned, this is especially obvious with boxer). it really fucks with a lot of character’s usual closest-distance blockstrings. i haven’t heard of any way to negate this unfortunately.
Post HP Oroshi Cross Over ?Hitbox? Safe Jump
-input: Dash -> f+rh feint cross over -> jump f regular hp (want to hit crouchers to take away auto correct dp)
-effect: charge chars lose b charge, but 15f safe jump (not really frame ?safe? jump).
-reversals that whiff/lose underneath jump hp: ryu dps (not ken), most of Honda buttslams (only mk buttslam hits on way up, lk is blockable and others go under), ibuki dps, Dudley dps, gouken tatsu dp, akuma dps, dan dps, sakura dps (loses to AA u2 tho), chun ex sbk hits for only 30 dmg (makes use meter for little dmg, also ex tsurugi could beat) and u2 whiffs, dhalsim super/u1, abel beats ex TT/ex COD/delayed breathless can beat however but tricky to time, cammy dps, cody bingo, hakan ex spd, guile flash kicks, boxer headbutts, fei long dp, adon reversal dp (delayed ex/hk/lk can hit tho)