Nope, does it actually cross up, or is it like divekick cross up where you end up on the other side of your opponent, but that hit is blocked the same as if it didn’t cross up?
You can actually cross up with the splash but you can’t do it just by moving the splash forwards. They either need to be walking forwards or still being sucked in by a tanden engine or something.
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I punish akuma’s teleport with U1 pretty regularly. I’m wondering if Akuma can bait it by doing short teleport, usually I just throw it out there and it works.
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So I was doing sonic boom then arms against cody. Eventually he just did HK every time he jumped over a boom. I tried doing arms early, late, didn’t seem to work. What am I meant to do about that?
can any one confirm this tht seth’s ultra 1 no longer counters jumps in ssf4…
and how to do the dive kick combo after hp shoryuken fadc…i mean after fadc am i suppose to do a forward jump D+mk…neutral or back…???i cant get the dive kick in the end to hit it just whiffs wasting the whole reset…
It’s situational (character and spacing dependant), you either neutral jump or forward jump, though neutral jump if you’re unsure which to use for now - generally you want to instant stomp also, though against some character you need to delay your jump > stomp for it to hit, or to get the max number of stomps. Also often you won’t be able to get 3 stomps off, sometimes you can only get 2 stomps for the divekick to land as well, or occasionally only 1 stomp then divekick, you have to learn to tell when the divekick will whiff or not and so how many stomps to do, but you can tell this when you’re doing the stomps, it isn’t just a guess.
Does any of the SPD’s beat out throws? I’m tired of wasting 2 meters on an srk fadc only to be throw teched, so I was thinking I might try srk fadc spd? Otherwise I have to gamble with throw teching or doing another srk afterwards which is risky.
Yeah all the SPDs beat out throw, EX SPD also has 4 frames of invincibility beats out many DPs and safe jumps and whatever. But I should tell you that if he picks up on it and neutral jumps/backdashes you will lose half your health.
Anyone got some answers to my questions?
You could just fake j.hp with splash, or delay your j.hp way late so it hits when he is almost grounded or already grounded. At least that way he can’t immidiatly rush to you when he lands. I have trouble with Cody tool since alot of his attacks have strong air hitboxes…
ex spd loses to regular throws I’m pretty positive. it has invincibility frames, but not throw invincibility, which I’m pretty sure regular command grabs do. If I’m expecting a tech I do regular spd, if I’m expecting a poke or something then I do EX
Hmmm— http://i1028.photobucket.com/albums/y345/SethFrameData/Hitboxes/SPD.png Aren’t those blue lined hitboxes Seth’s throw vulnerability?
SPDs certainly DO NOT have throw invincibility. I’ve been thrown out of poorly timed tick throws several times by cheating ass CPUs in training mode and their “reactions”. The only non ex command throw that has throw invincibility is Abel’s IIRC. Command throws should tech or beat regular throws IMO. I remember reading that they did in 3rd Strike.
Did not know that. Thanks
exactly…poorly timed. a regular grab won’t beat an spd as long as you aren’t grabbed out of the startups frames.
No problem. People don’t usually try to tech against Seth anyways (at least from what I’ve seen) because he has almost no reason to use a regular throw over an SPD.
Not the point I was trying to make Moose. I realize why I get grabbed when poorly timed. I just said that to prove that SPDs don’t have grab invincibility.
Wait are you sure? I have never been thrown out of SPD or seen any Seth thrown out of properly timed SPD.
A properly timed SPD will never be beaten by a throw. A properly time throw will never be beaten by an SPD. I just meant to clarify that Seth’s SPD can’t be used to beat throws like Abel’s can.
yeah I guess I worded it wrong. however I’m still pretty sure that ex spds are more prone to getting grabbed out of the regular spds…not sure why. maybe there’s more start up frames or something? my buddy told me this a while back (not sure where he got it…probably from somewhere on here tbh) and since then I’ve definitely noticed it to be true. You can fully light up yellow to do the ex spd and still get regular grabbed out of it.
Perhaps it does have more startup frames like Zangief’s ex SPD does. You might just be noticing the flash compared to the regular SPD rather than the actual movement of his arms though.
Just to make it absolutely clear. None of Seth’s SPDs have grab invincibility. The grab active first will always win if it’s in range.
how much frame advantage does seth or any one in the game have on simple FADC…i seem to get hit by crouch jabs after opponent blocks a focus attack…and also where can i find the wakeup frames of all characters…fei long stands a bit quick then ryu imo…cuz i wud crossup ryu after spd…but i cant crossup fei he is already standing with flamekick…
also after blocking normal and ex chicken wing of fei…what are my options…my opponent mix them up with
1)cw again
2)flamekick fadc throw/block strings/cw
3)throw…
the best possible option i think off is dp fadc only…but tht also can be risky if opponent does a back dash…really pressure matchup for me…
alright the fa frames are at wiki…mayb iam doing a lvl1 FA…
but i need to know wakeup frames badly
SUPER STREET FIGHTER IV FRAME DATA - PRIMA Official Game Strategy
not sure if it actually has the frame data for peoples wake up times though