throw has invulnerability frames on startup,thats why his ultra went through u.
Character - Forward Dash - Distance - Backdash - Distance - Invincible - Grounded - Airborne
Ken 18 1.1 27 0.8 1~8 9~27 -
From: http://shoryuken.com/wiki/index.php/Street_Fighter_IV
I think empty jumps have no recovery time because you can block any attacks and tech all throws. If you do a normal in the air though there is a recovery time once you land (although it is very short). I have no idea what these frame values are and I don’t know if they’re listed anywhere or if it’s just word of mouth/guesses.
I’ve heard both 2 and 4 frames recovery after landing from a jumping normal.
No, Sim’s ultra just comes out very slow and you can throw him out of it at point blank range before it’s fully out. Throw doesn’t have invulnerability, it just beats Gief’s 360 (not 720) and Abel’s EX command throw (not regular command throw). Not sure about Honda’s oicho but I’m pretty sure you can grab that too, it’s slower anyway.
<_< Happened today actually, so I’d say yes. beat his ex command and normal with chun’s throw. Kinda funny I could see the animation for his oichi/oicho as I grabbed him. Not following you Mag, we just have similar interests. That’s all.
Has anybody been able to connect two crouching strongs together? I’ve tried doing it several times and couldn’t make it work. But the other day i was bs’ing on youtube and notice edma did it at 1:43 on this video [media=youtube]4l-BRNV9PNA&feature=related[/media]. Anybody else have any luck
The landing frame data is linked to in #63
cr.strong is 5 frames +3 on hit and has 5 active frames.
You can link a cr.strong after a cr.strong if:
- The cr.strong hits on counter-hit (ch gives normals 3 additional frames of advantage)
- The cr.strong is timed meaty such that it hits after the second active frame which will increase the frame advantage from +3 to +5 or higher.
The cr.strong you saw in that video was both meaty and counter-hit.
well that would explain it all…well since you can link cr short forwards and backwards from cr jab theorectically one should be able to link cr mp, cr lp, cr mp no? or could that be situational as well. ive tried but my reaction time needs more discipline. also i just wish cr mp was more versital like akuma’s and ryu’s.
Ah I didn’t even see your post. My bad man!
So basically, even though empty jump recovery is 4 frames it can be canceled with anything other than movement, jumping and dashing? So you have no recovery frames if you want to block, grab or attack since the recovery frames are canceled?
Same for attack jumps being 2 frames recovery if you want to block, grab or attack? Can you grab cancel at any point during the recovery of a jumping attack (IE: during the first two frames which can’t be canceled with a block)?
Yes you can do that and its not hard. You have to link em all so it’s just a matter of learning the timing.
I don’t think you can go from c.lk to c.mp. And c.mp pushes you back a little bit, so you have to make sure that you’re close enough for the c.lk to hit. Ken’s c.mp is really good. It stuffs a lot of crap, and, when I blow my mp shoryu’s, it still comes out and beats some aerials. Overall, it’s good to replace c.mk with c.mp against a lot of characters.
You can link standing mp with c.mk… but it is REALLY distance dependent and not very practical. I just like messing with it.
Any tips against viper who like to neutral jump, spam thunder knuckle, and burning kick?
You can focus the burning kick. It’s kinda risky, but if you know/ see the burning kick coming, you can focus it and get a crumple… If you focus it late, then you can at least get that hit in, then dash away. Of course, the risk is that she can just use thunder knuckle instead to break your focus.
Um… I may be able to help more if you let us know exactly what is giving you trouble. I just played a really decent Viper about 20 mins ago.
Well, I’m having hard time dealing with viper that like to spam burning kick and the thunder knuckle. I usually try to poke her, but I got hit instead by burning kick or by her poke then combo into thunder knuckle. Every time when I try to do something, I’ll get hit.
Watch this video at round 3 and round 5 to see what I meant.
[media=youtube]61K_0Vlan7w&e[/media]
I watched round 3 and didn’t see any spam in particular. The Viper player just outplayed the Ken player. As far as thunder knuckle goes, you can c.mk the mp thunder knuckle. You can also back dash out of thunderknuckle pressure if she’s doing it at max range.
Don’t try and jump in on her. Even if she’s feinting the seismo hammer, don’t jump. If anything, if you’re far enough away, just focus then dash forward. Her hp thunder knuckle is a pretty decent AA for having little to no invulnerability (need to check frame data).
You CAN mp shoryu her burning kicks… But that’s kinda risky. I think your best bet is to earn to focus them. That way, whether it’s a cross up or not, it doesn’t matter. One way, you release the attack. If it crossed you up, just dash outta there.
I don’t know for certain. I don’t think I’ve played any epic top level Vipers. You’ll probably have to wait until one of the better players come in to assist you. There may be something in the match up thread… Haven’t checked it in a while.
Sometimes it just pays to be patient
[media=youtube]ThWrtkhFwPA#t=0m25s[/media]
:lol:
I saw the whole thing during the stream Valle just stayed calm and blocked most of the time. Sometimes he did cr.mk. I know it’s Ryu but for dealing with flame kicks they both have pretty much the same tools.
Block the flame kick, focus it or cr.mk under it. The cr.mk doesn’t always work, I think it makes cross-up flame kicks miss and high flame kicks, some others may hit you.
Edit:
The direct link doesn’t work for me so if it doesn’t for you then go here
[media=youtube]ThWrtkhFwPA[/media] and watch starting at 25 seconds.
Why does jab lose to throw after ex tatsu? They’re both 3 frames, but ex tatsu should give me 1 frame advantage.
It happened to me all the time, where I mash jab after ex tatsu and it lose to throw.
Because you’re mashing. It requires timing.
How can I kara throw or just throw someone who like to mash jab during a block string? Whenever, I try to kara throw after a bnb combo, I got jab out of my throw attempt.
If they do it every time or if you have 2 EX bars then I think (can anyone confirm?) you can just intentionally throw out a late FP shoryuken instead of a throw. Like let’s say you jab-jab-grab all the time then instead do jab-jab-FP shoryuken but don’t link/cancel into the FP SRK, just throw it out a few frames late so they have time to come out of block stun before your FP SRK gets into it’s active frames.