Wow you guys are killing it with the tech! Gonna have to lab some of this stuff out when I get a moment.
CC sweep, st.hp, jump forward is also a safe jump on 4 frame reversals
While we’re on the topic of safejumps, here’s another setup - corner HK Sonic Scythe, hold up, nj.HP. 5f safejump. If the opponent does back roll, don’t press nj.HP. You’re at +3 on landing. If the opponent doesn’t get up, do the nj.HP anyways, whiff cr.LP, then do an immediate nj.HP for a 5f safejump.
You can get a safejump midscreen as well (do j.HK instead of nj.HP) but backroll leaves your opponent out of meaty range and even if they quickrise, you’re too far away to put them in a mixup. I personally prefer to do double dash after midscreen HK Sonic Scythe.
Yeah, that was the impression I was getting from you. Still, something might come up that changes things and if nothing else - It’s always good to have another tool in the arsenal.
Finished testing the setup.
LATE CANCEL CROSSES UP, EARLY CANCEL HITS FROM FRONT: Dhalsim, Nash
LATE CANCEL CROSSES UP, EARLY CANCEL CAN BE BLOCKED IN ANY DIRECTION: Chun-Li, Cammy, Karin, Ken, Laura, Necali, Rashid, R. Mika, Ryu
LATE CANCEL CAN BE BLOCKED FROM ANY DIRECTION, EARLY CANCEL HITS CROSSUP IF CHARACTER HOLDS FORWARD: Birdie, F.A.N.G, M. Bison, Zangief
EARLY AND LATE CANCEL CAN BE BLOCKED IN ANY DIRECTION: Vega
I’m a bit disappointed with these results, but I have an idea of how to tweak the setup. I was doing the nj.MK immediately after the V-Trigger but I think if I changed the timing, then I could get the nj.MK to become a true 50/50. I’ll test it out for tomorrow. Too tired to do it today.
The “Blocked from any direction” is some hardcore BS. Just like your Wind Shear safe jump - It looks great on paper but then for some stupid reason just doesn’t work correctly.
I should be free tomorrow so I can play around and see if I can find any way to help out.
I believe this happens because they tried not to have unblockables like in SFIV. I remember that a lot of my setups became only blockables when ultra came out.
Yeah, I remember with Decapre having loads of set ups that looked great but were blockable in both directions.
Anyways, I got distracted earlier and started messing around with the longer target combos Wind Shear (MP>LK>HP) and Raptor Combination (MK>HK>MK). Ended up recording a lot of it and putting it into a video.
So I don’t want to get anybody hopes up just yet but I think I’ve cracked it.
At first I thought the late cancel nj.MK wasn’t crossing up on certain characters because I wasn’t delaying the nj.MK. I was wrong. Turns out I did delay the nj.MK, I just wasn’t delaying it enough. Recorded the late cancel setup again and this time I did the nj.MK as late as possible, and it worked like a charm.
So now, blocked corner V-Skill xx f.VT, nj.MK is a legit 50/50 against Dhalsim, Nash, Birdie, F.A.N.G, M. Bison, and Zangief. Against the latter 4 characters, the nj.MK must be done as late as possible. Against Dhalsim and Nash, the nj.MK just needs a slight delay, though it will still hit cross up if you do it late as possible. Only difference between late and late as possible timing against Nash and Dhalsim is that Nash will land with the opponent in the corner if he hits with “late” timing but will land in the corner himself if he delays the nj.MK to hit as late as possible.
Need to hit the books now, but I’ll come back later and try to figure out how to make it possible to only block early cancel from the front.
anyone seen the sick setup infiltration did in the corner after the ex.ta?
Watched a set with LI Joe’s Nash and picked up on a really good meaty setup from him.
Corner:
Forward Throw, immediate cr.Fierce - If they quick rise you get a meaty cr.Fierce.
Forward Throw, immediate cr.Fierce (whiff), s.Strong (whiff), cr.Fierce - If they don’t quick rise you get a frame perfect meaty cr.Fierce that hits on the last active frame making this +7 on a regular hit allowing you to link s.Fierce afterwards. On block you’re +4, making cr.Fierce, s.Fierce a 3f frame trap. You pretty much have no reason not to autopilot cr.Fierce, s.Fierce in this setup unless they have an invincible reversal or a v-reversal on deck.
No, but do you have a video link to it?
He’s talking about the corner crossover. Infiltration does it against a Rashid player, Salaubis. The math is in the playlist I posted in the video thread.
After a corner EX TA, Nash can whiff st.HK and end up behind the opponent. Leaves him at about +8. I found a variant of this setup back during the fourth beta with LK Sonic Scythe and posted about it in the general thread. Didn’t discover that Nash could also cross over with st.HK until much later though.
Okay, saw that just now and it’s pretty interesting. If they don’t quick rise can you do another s.RH and side swap again?
I haven’t tried it yet, so I don’t know. I usually just jump to the other side.
On another subject, I was playing around with the meaty HP Sonic Boom setup after corner HK Sonic Scythe. Turns out you can get a lot more frame advantage than I thought. This time instead of whiffing a st.LP to kill frames, I manually timed the SB and did it around the time when my opponent hit the ground. Done properly, the SB connects so late that it is +9/+14 against quick rise (+14/+19 against back roll). I set the dummy to do a 3f cr.LP after guarding a hit, then did cr.HP (9f) after the blocked SB. The cr.LP didn’t even come out until after the dummy blocked the cr.HP.
Unfortunately, this doesn’t allow for much more damage as Nash is still too far to combo cr.HP->st.MP. It might be possible to walk forward for a few frames and be in range to combo that link though. Still, the extra frame advantage is very welcome and like the original setup, this setup will beat any reversal that is not fully invincible.
https://www.youtube.com/watch?v=16cSxjj_Lf4
About the Infiltration setup, I want to say Nash is +10 afterwards, but I haven’t done much testing. Don’t think he can cross up again; I believe it’s a product of the end animation of EX Tragedy Assault.
Hey guys, thought I’d make an attempt at sharing some tech.
Not sure if this is discovered yet but Nash has an interesting reset after EX TA.
Don’t have the resources to make a video but you guys can try this and tell me if it works.
EX TA -> VT (f.HP HK) -> j. MP -> Land, Dash, cr. MP/b.MK/st. MP
Depending on how you time the j.MP Nash will either end up in front or he will end up behind the opponent. If you time the j.MP as early as possible, Nash will usually land in front. If you time the j. MP a bit later, he will dash under.
Not sure how useful this will be but it’s not particularly expensive depending on the matchup and considering EX TA is special cancellable from lights, you could definitely capitalize on it IMO.
Let me know what you guys think. =)
I don’t think that setup has been posted here yet, but it’s been known for a while.
Ah okay, I got a bit excited for a second and thought I had discovered some new tech kek.
Well, it still comes in handy from time to time I think. You can mix up the timing of the j.MP to continue mixing the opponent up which is pretty cool. I dunno if Nash has any other real mixups beyond that (unless you count the HP boom -> VT behind thing)
Using different normals after the VTC also changes the timing.
https://youtu.be/rTxzfe7Or_M?t=1m58s
This is entirely correct though - It is possible to cross under after j.HP but you have to hit the j.HP much lower to the ground.
I was thinking that we could use the buffer of the game and input qcf, keep walking for a couple frames and then press HP. I haven’t tested yet but that might put us at the range where we could connect cr.HP etc.