Safe Jump / Option Select Guide

wow… people actually panicked when he sHP dashed forward?

Damn, this clip makes me miss Super CH so much.

it makes me miss Super in general much more. Sound fundamentals don’t mean what they should mean in AE or in the SF4 series in general.

@Vega man

yes, but he talked about it with me/us more and went into detail behind the thoery. People don’t expect it, and is relativly safe, provided you mix it up. He also talked about how it set up this whole mind game set up where it rained the opponent to mash buttons so he can even take more damage.

In fact he also talked about he had developed his style where it used reversals against the user. really interesting stuff.

This doesn’t seem practical since the meaty is expected to connect during its active frames. After the active frames there is 7 frames of vega receiving a wup ass. Any reversal will either 1) loose to the meaty if it doesnt have I frames or, 2) evade the meaty during the I frames and Punish vega during recovery. The extra 2 frames doesnt make a difference for the majority of the reversals in ssf4. Im guessing you’re practicing countering ultras or practicing using goken spin kicks as the reversal.

Some of us in this forum need to take a min wipe the shit off their mouth and get to making some constructive posts. The ass kissing forum is under ryu and maybe fei long…:tdown:

Sorry about the typo…I changed it…Must of been frustrating …

Yeah i knew that ryu cr. mk counters it. I didnt know about the ex shoryuken counter though. and darn about the Ex. FBA cross up. You said all point blank range ex. FBA cross over doesnt cross over. Is this so for the Cr. HK (lp, lp buffer) Ex. FBA? This isnt point blank but pretty close?
So i guess the only viable ex FBA cross over will be the Izuna>Cr. HP/Hk ST>Ex. FBA or early NJ. Hk >Ex FBA :frowning:

Also does this point blank rule apply to the ultra 1. I was using this vid and i just figured Ex. FBA can sub vor Ultra 1. http://www.youtube.com/watch?v=445BsoC-q5k

you do know that the entire points of a meaty is a calculated guess where you do a move and expect something to happen like the opponent crouch teching. Its not guaranteed, nothing is, well except a few things.

try cr.lk. its 5 frame recovery move, will set you up real nice against anybody besides the Shoto’s.

BTW, cr.mk meaty shits on, on avergae

Abel
Balrog
Blanka
C.Viper
chun
Cody
Dee Jay
Dhalsim
Honda
Fuerte
Gen
Gouken
Guile
Hakan
bison
Makoto
Rose
Rufus
Sakura
Vega

the risk reward is not in thier favor.

please try again, and stop acting like nocturnal.

You do realize that the post i responded to was based on Far St. lk vs Cr. Mk and that i was arguing in favor of Cr. Mk. Also the post was on effectiveness vs reversals not risk/reward factor.
St. lk is not part of my oki so i was scrutinizing the post to determine if it should be…

you’re a sociopath

When you hold forward with ryu what happens is that the hitbox on EX FBA misses the front of ryu’s hurtbox and hits the back. so to put it a bit more clearly… its a crossover at less than point blank range then. If you stop holding forward the instant that you stop the hitbox will hit the front of ryu’s hurtbox.

The point of this being that Ryu can block EX FBA by holding forward and walking into it if he’s literally walking into you. This doesnt affect normal EX FBA crossovers, and this doesnt affect U1 either. If ryu walks into U1 he gets nailed

Joz what is quadforce?

shit’s been botherin me for a long while.

I know what triforce is.

but quadforce… i gots no clue

Thanks for the update…Starting the 3 step program today…BTW calling someone a sociopath sounds like ryu talk to me…U a spy?

Man, keep this stupid shit talk out of here. We so rarely get players hashing out good stuff here on the forum… we don’t need people like you making them give up on it all together.

yeah how doesn’t it sound practical ? never played someone starting a cr.lk hit confirm combo on your wakeup ? seems very practical and very intresting to me.** but hey you don’t wan’t to capitalize over other people’s wake up just don’t it is you loss,but then again why would you even read anything that is posted into an thread devoted to okizeme.**

which is better than 9 to receive a wup ass.** but hey, you don’t wan’t to use fst.lk, just don’t it is your loss.**

Fortunately for the game interest it is WAY more complicated than this,** you have to factor where hitbox and hurtboxes are each and every frame. **

And sometimes it does. You make it sound like you are a machine always landing the 3rd active frame of the cr.mk always at a distance where you won’t be pushed back too far to connect any followup. I am guessing you are practicing your game against the CPU.

I humbly suggest you start with your own mouth…don’t thank me I do it of pure kindness of heart… because I turn it in everydirection and I couldn’t find where your post was “constructive”. Don’t you have some whining to do to get a Inv frame ST, then we’ll meaty it with fst.lk and you’ll be back to square one.

for the record, set ups exist where it’s impossible to meaty with c. mk, but only possible with st. lk

quick math here

second active frame of st. lk = the 7th frame overall out of 13 meaning you have 6 to recover

a non - meaty c. mk…

means you have 2 active frames and 9 frames of recovery = 11 to recover.

so your choice. the set up i’m referring to is off of an fthrow, you dash up and do a st. lk. it’s meaty. c. mk won’t be.

as for quadforce, it’s a joke that came about between me and my friends when one of my pals had the idea to do a drunken battle… it was 4vs 4 and our 4, despite a huge advantage in terms of alcohol consumed, completely and utterly dominated the other 4. i don;t know where quadforce came from but someone shouted it out in severe drunkedness and we’ve been joking about it since

it is the 6th frame 4 + 2 there is 7 to recover.

the frame you remove from startup for 14 to become 13 has to be remove from the 5 startup to give 4 hence the second active is the 6 th frame of the animation, follows 8 frame of impact freeze if it connected and, then the 7 frames of recovery.

nevertheless the point is still valid fst.lk and cr.mk both have pros and con and sometimes one is more relevant than the other.

fst.lk gives more practical timing on OS and is usually safer, cr.mk give more practical comboability and yields slightly better damage.

calculation for cr.mk is correct recovery for cr.mk ranges from 9 to 11 depending when you hit , recovery for fst.lk ranges from 7 to 8.

right, i still get the frame data mixed up.

honestly i wish they would just tell us what the frame data on the moves ACTUALLY were, so as to make things like this easier to figure out

they said “oh we gave every move one extra start up so it’s easier to do the math…” well you make that easier you make that harder, so idk

yeah never understood why they did this.

seems they wanted to make frame data easier to aprehend for everybody, but they made things more tedious for people actually digging into them.

same goes with the new trend of putting frame adv on hit and block and not listing block/hitstun when we need it we have to calculate.

yyyyep. my thoughts exactly.

it makes it easy for people that just want to take a quick look at the startup of a move and see what frame it hits on.

I personally think it’s dumb but changing it now would be more dumb imo

Lol…Funny…:rofl:

Ok apparently the training room says ure right, using far St. lk has a better chance of punishing dash back…Especially vs El fuerte where wiff meaty cr. mk>Slide sometimes doesnt connect in time…The 2 frames make for a bit more leniency in this scenario. You may even be able to steal a meaty wiff st lk oki>CH on sagat’s dash back.

Soooooo…was testing some stuff and found that it looks like you can score a cross over ex fba after anti air Nj. HK.

Ok So another safe jump/meaty scenario. Recently ive been incorporating focus attack in my game play to punish peeps who just wont stop mashing buttons during my combos. After using the focus a while I got into using the focus to space effectively to put me in ideal position to respond effectively. So for example block string J. Hk, Cr. Mk>FADC (Back Dash) leaves you in perfect spacing for J. Mp attack/Wiff CH>Throw or even just a back dash.

Cutting to the chase Vega focus dash forward is shitty since his jab is slow and he doesnt have much close options so the only thing left to do if FADC(back dash). Since my focus on hit will always connect at the same ranges (using block strings for spacing) my slide/air throw will always connect at the same range as a follow up and here I can do:

FADC (Back Dash)>(as his face hits the floor) Slide >J. Mp

FADC (Back Dash)>(as his face hits the floor) Slide >Slide>Meaty Cr. Mk

or FADC (back Dash)>Immediately Hold up forward then Air throw> J. Mp

I left out the wiff normals i use in between cuz Im still a bit off with the timing. A few things to add 1) Yes Ide like to Focus forward dash and do cl. Hp combo but im terrible at confirming off focus (dashing fwd on a blocked focus is bad), 2) The block strings i use push the opponent far enough so he is outside of throw or jab range the problem here is that if the focus connects then you do back dash the only things thatll connect after is J. Hp, Slide, Ex. FBA (I try to save bar for combos) or Air Throw.

There is a lot more mixups involved with my block strings, the main item here i wanted to get feed back on is the safe jump after the connected Focus back dash…