I practicing some of these, I sometimes get this weird setup where I can basically block both ways, like for example I go for fake cross up with hp but if I hold back it will block and if I hold forward it will block as well, so basically the complete opposite of an unblockable. Anyone else ever had this before?
I have TONS of times but no idea what the cause is at all
what I noticed though is that when you block backwards she will land in the front but when you block forward she will land behind
This probably means you’re hitting them too late, so that if they hold foward their character will take a step foward and your attack will be a crossup, and if they hold back their character will walk back and the attack will be on the front.
I know this may just come across as semi-shameless, but I just thought I’d say this thread’s been helpful with a bunch of the smaller and random questions I’ve had with bits of Sakura play. I mean, I’ve had a bunch of experience using her in Alpha 3 and CVS2, and got turned off of SFIV Vanilla because of how it felt that all of her bits and the stuff that made her the character I remembered playing was taken out. But yeah, since getting AE a bit under 3 months ago, I’ve just kept falling back to Sakura when it’s all “oh crap, stuff’s not going well with my Juri” or when I try to pick up Ibuki and hit roadblocks, so as someone who’s kind of figured “hell, I should just stop fighting it and stick with her”.
But yeah, glad this thread’s around.
I pulled off the Ryu setup and the Ibuki one at locals last night, one thing I wanted to note semantics-wise on the descriptions, where it says to Otoshi late, I had never realized that it meant the actual srk+k move, and had thought it meant to delay the punches part. Most of that is just me being a dummy, but maybe I’m not the only one who got thrown off there.
Nope, definitely not alone ^ xD
I failed a lot at following the instructions too…
Yeah, I’m guilty of that from time to time too. And not just in Street Fighter. It happens from time to time in other games too.
Okay guys, going to be chipping away at these a bit at a time this week, they’ll all go into a playlist located here: http://www.youtube.com/playlist?list=PLlJ7zgDywLTnZKfYNNIjABUipeEN9gz0K&feature=view_all
First video is Ryu, I’m going to basically just keep the recorded input and try to get the raw video for all of the characters who use the same setup, and show what happens with each of their wakeup options. Please let me know if you see anything where I goofed something up.
[media=youtube]8uqJpQi_t9Y[/media]
he can hk tatsu out. u have to os dp but most ppl dont know this. I do a different setup because im comfortable with it. BTW is there an iphone app where i can put the setups down on? or is it just notepad.
Nice job with those. Though I’ve always sworn the timing on stuff like that looks (and later found out feels) tighter than you’d think it should be.
Yeah lol I forgot about tatsu until after I had cut the video. Trying to include every potential wakeup option for every character going forward, including escapes.
I did just discover that the timing on Fei is just slightly different than the rest of that list, the recording that I’ve been using has worked identically on all characters but him so far.
Edit: Gouken as well. I’ll work on those two after I get the rest clipped up.
I think the old ae iPhone app has a place to put notes for each character. I still use it for frame data at times even though it doesn’t have the 2012 changes
gouken is really easy so lenient the timing and u can use jhk. i always had trouble with cody his is tight. Goukens counter so annoying it ruins the setup lol
Yeah, mostly just want to differentiate on Javed’s list, where the setup is the same for those two, but not identical on the timing. Training Gouken to not counter is a pain in the ass, lol.
sweet but is yun and yang in it?
Yup
Sweet, you got some video’s up!
I had no idea Gouken and Fei required different timing o.O
And yeah its annoying but just don’t bother ending with the normal, just land and do tatsu or land and grab or land and wait then attack… eventually he should stop.
I’m guessing your setup is backdash, l tatsu, jump hp/mk?
This setup seems to work on a lot of characters too but I just wrote down the easiest setups for me really…
And I’d say you’d either have to write down the setups yourself on the phone or you could take pictures of the setups.
I just have a 2 page document with the setups printed out.
You can even shorten the list by just writing 1 setup then all the characters it’ll work on.
Thanks for giving credit to me in the video callisto but you should give streetcleaner all the credit for compiling the list in the first place!
All I did was write down the timing I did to get them.
As for the tatsu thing with Ryu, I had no idea… I didn’t really practice escape options as I was trying to rush through the setup timings @_@
But yeah, good to know!
Also as for the Ken video, would U1 still hit if you blocked?
Because your training dummy is set to do the setup over and over again, to truly test it you should either record her to block afterward or just pause in ultra animation and change training dummy to stand, all block.
I did a second session to double-check that where I held downback after the j.hp, I landed fully but did not recover from the j.hp in time to block.