That was not the EX soul throw, it was standard (unsure of which button)
I don’t think its possible for the soul throw to go through hit frames. With spin kicks, bird kicks etc the animation frames are spinning and alternating. Think of doing a move that goes over lightning legs (cammy’s hooligan throw is what comes to mind) Sometimes you can sneak through and land it because you caught the timing right and the hit box was on the other side or down low.
The ex throw does so well because regardless of where the hitbox are, it will absorb the one hit and grab them. There will always be the risk that you will lose cleanly if they have hit frames out, but not so much with the EX version.
I think I’ve seen it stuff a metsu but I don’t remember. I KNOW I saw Rose use her shamwow AFTER Sakura started her ultra, beating it. Now we know that it has fast enough start up to beat slow starting ultras on reflex.
The amount of invincibility is unknown right now, but it’s a lot…think of it like this.
CPU Cammy did her EX spinning backhand, it beat the super at the start, but half way through the super she got hit by the ultra…it was a long time before she got hit, but it was guaranteed to connect.
Soul Throw in general can throw anything that’s airborne, it’s not EX version exclusive. I’ve air-thrown Bison at the end of his ultra…did it by accident, but it looked fucking cool!
If you want to know anything in particular I can try to help. I’m only in this game for Rose and so far…she’s excellent in every aspect and I expected no less.
I need some frame data for the startup time on her ultra.
Also, can anyone give me a decent explanation on how to time your ultra/super in response to an enemies? Lots of time you will see someone start up an ultra, then it zooms out and the other person starts theirs up right after. Did the second person input the ultra while the first was going? did they have to wait and time the button press at the first moment when the camera zoomed out? If the timing isn’t too strict, and the startup frames for her ultra are very quick… its going to be very good at countering other ultras, assuming you aren’t being hit during a juggle or combo’ed (i realize this is when the vast majority of them will happen regardless)
Say you had a charge character but didn’t have enough time to charge against regular super…due to the lengthy intro for ultra, you’re given extra time to charge, so I imagine if you see an ultra on the screen you should be able to react as soon as possible as also the ultra doesn’t hit immediately.
I don’t think it’s incredibly hard…I’ve done it a few times, just to see if you could actually charge between opponents ultra start up.
The charging part makes sense… the big thing I am curious about is when the exact moment is that you input the 3 buttons for your ultra. Do you have to wait until their ultra startup animation is done and the camera zooms back out? I guess you would, it wouldn’t make sense to have the entire time their ultra animation is happening to activate your ultra and then just have it instantly start up after regardless of the timing of your button press.
The benefit to my asking would be dependant on the startup frames of their ultra vs yours. Assuming you were both in range to land it… if their startup was 5 frames and yours was 3, then technically if you nailed it on the first possible frame then you would have +2 or +1 frames and get yours out first.
Also, can you clarify exactly what you mean by buffer? Does this mean putting in the directional inputs for the move? The whole move? I’ve seen it written many times but never fully understood.
SRK wiki
if i understand that right, that means if things are bufferable during someones ultra animation, I could do QCF x2, and 3P anytime during the ultra and it would come out ASAP after the animation ends.
You can buffer the motions, I don’t think the actual press is possible during the ultra. Best bet is to do the motion during the start up, then press the button(s) when it’s over.
Buffering just means inputting commands before your character is possible to do them - so you can do a jab, buffer a shoryuken and the shoryuken should come out after the jab, so you don’t have to time the shoryuken AFTER the jab.
I do. I’m just wondering if people know what is bufferable in this game and what is not. There is much talk about link timing and cancelling. Linking timing being neccessary to 3x Cr.Jab into other things, canceling cr.mk’s into drills etc, I want to get straight in my head what type of moves are bufferable.
Lets take for example a typical akuma combo of his Short WW kick into fierce Shoryu. I would assume the shoryu is bufferable during the spinning kick, but do you do the movement and press during it, or only the movement then land the button press ASAP when its done.
These are the things I am hoping the training mode will clear up. And hopefully whatever information is posted/strategy guide/frame data will help tell which things need to be linked, what can be canceled to and from, and what moves can be buffered to/from.
What? No anti air super? Hate it when they change things that don’t need changing… I can understand removing her custom combo crap, but it would have been nice to see everything else in place…
the ultra is her anti air super it goes through a shit load of stuff i beat out ryus ultra with it tonight along with bisons and cammys. its also safe of block as well from what i could tell. i couldnt really tell but it seemed like ex drill had super armor to it but i was so close that he ended up falling down anyways and couldnt tell if he threw a fireball or not. only thing about her ultra is that if youre not close to them and they throw a fireball and you try to counter you will be hit since the invincibilty isnt that long.
also reflect isnt as good as it use to be. mp reflect doesnt serve as a makeshift AAA as it use to plus not all of the scarf reflects fireballs anymore. i can remember you could do reflect somewhat early and the fireball could hit the last spinning part of the scarf and still reflect yeah thats gone :sad: oh well.
guess i should have paid attention to that more but i didnt really use the normal versions since they didnt combo or it didnt seem like it. ex is good though is recovers fast. ill test it out after i play tonight?
ok cool like i said i didnt know if it came out of if i stopped him before he did it but thanks for clearing that up. not much of a tactic i suppose but mixing in her far s.hp can throw people off occsionally. i kept doing it last night from right outside of the opponents range then threw out a soul spark and he ran into it since he thought it was just hp again tryin to get closer. not much of a tactic like i said but it make people look funny :wgrin: