I know what hes talking about Ive done it when Ive parry’d low but they go to grab… I just duck the grab and can punish their whiff animation with short short super on Ken
afaik the crouch throw invincibility is only with Q and its when he goes from crouch to stand.
guard jump is what pherai said. guard…jump. thats the input.
Hugo has a small window of grab invincibility on his teabagging too.
I can vouch for crouching out of grabs.
For certain:
Ken
Makoto
Chun
Yun
Yang
Dudley
I think:
Oro
Ryu
Akuma
but I can’t be sure.
That was probably the coolest thing I ever saw happen in this game. I was like WTF!!!11
you are aware since emulation this stuff can be actually tested now correct?? So your vouch does not mean much…
Go test it in training mode, then. I generally test things on the spot, as in within a match, and so have more (or used to have more) to lose than just time, so my mindset is different than yours, I guess.
Also, how exactly are you going to test the 7th frame? You can count an odd frame on a double buffer? Or is there some kinda frame by frame thing on some fba or oe?
How do you adjust to real time after something like that? If the adjustment happens naturally, then why bother testing the frame by frame bit?
Bored, much?
Are you guys just talking about baiting throws?? Lol
I recall mame having fbf advancement which I used to try to find a practical double fuki ender on chun. As for how esn does it for his site I wouldn’t know which emu he is using although I believe he is running a script which can show/capture all throw-able hit boxes.
My main concern with your vouches was all the variables that are not mentioned (eg does ducking move there throw-able hit box in any way? was it a tick throw setup and did they block the tick standing or crouching? And always if it was just a raw throw are we 100% sure of the timing?)
My work is boring so yes quite bored. Although I will post in the frame data thread to see if esn will look into it for us.
point blank crouches sometimes evade throws. Someone mentioned it works on the seventh frame (7th frame of what? aren’t grabs 4 frames?), I’ve got no info on that because I don’t play frames, but I do know for a fact that it works/happens.
I never really looked into anything outside actual match play, so I apologize for my ignorance on the matter but an intuitive explanation of what I think happened is that maybe there’s an empty grab frame when your character changes stances from standing to crouching. So say a grab is 4 frames, and it takes one frame to crouch , you would want to press down at the same time frame 4 would be starting so that you could avoid the grab.
Nothing too concrete here, I know, but it has definitely happened more than a handful of times. I’ve seen it happen in some videos too and instead of thinking “I should really write the title of this video down” I thought “fuck yeah, I’m using japanese level tactics on accident!” Like a boss.
I’m starting to think that the 7th frame was his way of saying a lucky frame. As in, if you get lucky because this will be a bitch to duplicate with intention.
Sorry. I remember reading about the invincibility of the 7th frame somewhere. Assume you predict the grab and crouch first? I’m not quite sure about it myself.
Here’s compilation vid where TM does it:
[media=youtube]QhP526n_Qqo[/media]
Go to 1:25, it seems like you do have to crouch a little bit before hand.
Thanks for the clarification. Can you get a kara throw off Q’s foward? I thought it was only back + strong?
You can kara any normal, but you may not have any range at all, so not very interesting to kara throw.
Check the “Kara range” column on my site.
SGGK involves another characteristic about kara (a parry will break the kara throw into only the normal used), every normal may have some more use as a kara.
I use fba-rr and its LUA scripting implementation.
For the throws inv. for other char than Q, i’ve seen it happened several times with many chars but i’m pretty sure it’s just a matter of range, nothing like Q ducking glitch.
I made a quick test with Q and Makoto: http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=18&sMoveType=various&sAction=w&iMove=003&defDis=P1000110P2000110
- frame 6, down is inputted for both chars during 1 frame, no throw inv. for mak after but Q throwable box is now in air (actually, looks like the displayed frames are the ones of his pre jump), so he is not throwable anymore except maybe with air throw stuff
- frame 45, karakusa vs Q glitch, Q wins
That was for the Q glitch. Now:
- frame 97, Q, and a a few frames after, Mak, try to throw, but distance between chars are just a little more than their throw range, so both whiffs
- frame 125, exact same position as previously but Mak is now crouching and Q succesfully throws her (without any kara)
The trick is crouching throwable boxes are wider than standing ones. So, IMO, going back to neutral while someone try to throw may lead to the impression of a throw inv while it’s only a matter of different hitboxes size.
I didn’t check with everyone but so far, this is true for all char i used (half of the cast).
Also, Urien and Q are slower to go to the “wider box” state, 3 frames, while all others go to it instantaneously.
Hope it helps…
Thanks for the reply. This is really good info. How practical is the SGGK and what scenerios is it best used for? Wake-up or knockdown? Is it practical to abuse SGGK in a game that favours random play? Could this be an alternative to the crouch tech OS? TBH, I never use OS in this game so I am unsure.
I know what Dander is talking about.
I’ve always thought there was something odd about crouching and throwing interacting, but I started to believe it was just the throw being slightly off. Like ryan mentioned, the throw being baited so its just out of range. when a throw is like 1 px out of range, it can really look like it should be grabbing you (whiffs through you) and doesn’t.
But who knows for sure. There are tons of little quirks in the game.
So how much wider is the crouching throw hitbox ESN?
4 pixels for Q and Mak, don’t know for the others but should be the same.
Small but enough IMO to build sporadic feeling of characters being able to escape throws.
Also, crouching techers are directly concerned by this…
Does the the box that “stand box” also, widen? I don’t know what it’s called but I’m referring to that box that determines when the sprites push the opponent.