As long as you put them in a juggle state after the EX tanden, you’re fine. But this glitch has been there since Vanilla. Anything that would combo will whiff.
standing mp beats it, but loses to his sweep. s.mk beats sweep but loses to his far hk.
What are the frames like after legs into p teleport? What about legs into kick teleport?
After landing a DP sometimes I want to jump over the opponent. I did this against a ryu and ate a dp every time. Is that right or am I somehow messing up holding up forward.
I remember reading something WAY back about legs > teleport being -1. That frame data is most likely from vanilla though. Regardless, you can’t be SRKed (if you block) or SPDed (if you jump) out of the setup, so -1 makes sense.
You cannot safe jump 3 frame reversals, you just have to make them…not auto correct. After a DP against Ryu, you are better off with a divekick setup. Something like this:
[media=youtube]4XngMYjRJrs[/media]
Even crouching / non-reversal DPs whiff or get stuffed. This is of course, if your opponent techs. If the don’t, then go for grounded pressure, SPD or, better yet, nothing at all. Depends on the opponent. Dive in to training mode and figure out what works best against each character. For instance, the setup in the video pretty much works only on Ryu and Evil Ryu. It makes Akuma’s DPs whiff but doesn’t actually hit him if blocking crossup (dat walk speed). Same with Oni, DPs whiff, doesn’t hit. Oh, and that setup timing loses to Ken’s MP SRK free, no matter reversal or not.
Legs -> teleport, if they quick stand as fast as possible, is -1 based on my testing.
You can safe jump Ryu uppercut after SPD. You need to make it whiff on the first frame by hitting him from far away.
Yeah xlxlxlxl uploaded that safe jump vid:
[media=youtube]V8e0PslYKqM[/media]
That’s not what I’m talking about. SPD whiff cr.mk hold UF j.hk/j.mk safe jumps Ryu hp SRK. No crossup involved.
SUPER NINJA EDIT: I comprendo now.
I meant when I dp ryu sometimes I want to empty jump over him for positioning, Even when I hold up-forward immediately after the third hit, I can’t seem to block on the other side.
Does kick teleport have the same frames?
I agree, unless they are (for example) Ryu with U1 stocked and 2 bars and you have the life lead. Don’t give him a chance to autocorrect DP you and magically win.
Huh that’s weird. In my testing, empty jump over was safe to wake up DP.
That is actually the beauty of it. It is so obvious some shoto players might see it as a free SRK.
Yep, or so says srk.com and eventhubs.com frame data. And we all know how reliable those are…
inb4 unexpected database error
I want to say bad words about people but I didn’t say the exact frames and I got one of the values wrong last time…shit! Well, it managed to motivate me and get more frame data though…
3P/3K Backward Teleport
3P moves you farther back than 3K does (think they made this mistake on just about every teleport in the Wiki…)
3K has more invincibility than 3P does.
Both last the same amount of time.
Couldn’t determine the exact amount of frames the teleports lasted because I forgot to record in 60FPS (oops.) Which means I couldn’t figure out how much more invincibility 3K has (assume that it’s somewhere around 1-4 frames.)
HK Hyakuretsukyaku ~ 3P/3K Forward Teleport
When timed properly, Seth is +1 after both if the opponent quick rises as fast as possible. Meaning they probably last the same amount of time too.
When timed properly, 3K will put Seth in front of his opponent, and 3P behind. A poorly timed 3P will sometimes put you in front of the opponent.
Seth is not close enough to use his close standing normals after 3K. He can with 3P.
Yes, I’m pretty sure this is accurate.
Despite what your testing said.
hope that clip from colbert report I uploaded doesn’t lose the fair use test. plz dont shutter my youtube account viacom
The very best in hosting.
https://docs.google.com/open?id=1qnlFJXTgfmqqBI-3t5edkat92j8UfteJ5GgvgG8CExi2QjAlnjDeQ13DaTR8
Blanka gets up 2 frames slower.
Zangief testing doesn’t necessarily imply +1, it implies +0 or better.
Exactly why I picked Blanka, Dudley, Gen, Seth, and Zangief. To show that it’s +1 against most of the cast.
cst.HP starts up in 4 frames and becomes active on the fourth frame.
Blanka: EX Electricity starts up in 5f. It gets counter hit.
Dudley: HP Jet Upper starts in 3f. It has no invincibility and it trades.
Gen: LK Genkiro starts up in 5f. It trades.
Seth: LP Shoryuken starts up in 5f. It has no invincibility and gets counter hit.
Seth: LP SPD starts up in 3f. It has no invincibility and gets stuffed.
Seth: LP Super starts up in 1+5f. It wins. Since it pauses the screen on frame 1, this works nicely as another example (too bad it also slows the game down, making it hard to pin point the exact frames.)
1 2 3
Zangief: Valid point actually, but Zangief’s Ultra causes Seth’s facial expression to change which makes it a pain in the ass to figure out from the animation frames. Thankfully, some dust kicks up before this sequence ends, so it seems likely that it’s +1…
click
LK Genkiro result implies -1, unless it has some sort of invincibility, right?
In my experience, throws beat hits when they collide on the same frame (able to stand throw Abel f.mk -> cl.hp). Therefore, Seth SPD losing implies Seth being +2 or better.
Dudley’s 3 frame uppercut trading does imply exactly +1.
Dust kicking up after Gief ultra in my opinion doesn’t imply +1. If it were 0 you’d be in the first frame of pre-jump during the animation, right? You have to be jumping before the flash.
At the very least your results are decisive to me because they’re not consistent based on what I know about character wakeups. I’ll do some more testing myself, trying stuff like seeing who wins with immediate Seth SRK versus reversal Seth SRK. If you can ever get the Seth waking up to win, that would mean his invincibility ran out second and therefore he started second. AKA frame advantage.
That clip was awesome.
I am still laughing.
LK Genkiro is strike invincible on 1-4f and becomes active on frame 5. When Seth’s cst.HP becomes active, Gen is still invincible. I’m not sure why it trades, but cst.HP would get counter hit if it were -1, and probably get stuffed if it was frame neutral (LK Genkiro hit box is pretty boss and Gen might actually move his hurt box out of the way before cst.HP can reach. First frame of cst.HP)
The screen shot takes place after the screen freeze and as the camera starts to zoom out (can’t get a frame by frame analysis because 30fps.)
…actually, Seth makes dust pop up after his teleport too, which still makes it annoying to figure out…
Throws do beat hits when they connect on the same frame. I forgot about that…and now I’m kinda stumped. Maybe when you mash SPD as a reversal, sometimes the game catches a frame of you holding up, initiates the jump cancel, and then goes into the SPD a frame late? Then the engine gets confused and says reversal. Something I would have never guessed without checking the hit box videos lol. 2 frames before LP SPD started and the first frame of LP SPD: 1, 2, 3
hi so i know that seth teleport after lighting kicks frame changed, when i followup with all punch teleport if my opp pressing anything like a normal or a special move ( mostly dps moves) it hits me before i can do a shoryuken can someone plz explain to me this briefly ?
(thanks in adv)
You’re messing up the teleport timing. You’re doing it too late.
After testing some last night, I concur that you’re probably +1 after legs -> teleport. On Seth vs. Seth, if you do a wakeup SPD and the teleporting Seth does a meaty SPD, the one that’s not waking up always wins.
With this same recording, Sagat and Cammy cannot be grabbed on wakeup if they quick stand immediately. Which leads to really weird questions about wakeup invincibility to throws.
Of course being +1 against characters with 3 frame normals isn’t really helpful for Seth because he only has 4 frame normals,EX SPD, and DPs, and the DP won’t catch backdash from that range against a lot of characters.
A :3p: teleport where Seth lands in front of the opponent would be close enough for DP to catch more backdashes than the :3k: setup. Regardless, legs > teleport puts Seth in a decent position.
c.LP can catch neutral jumping
c.LK, c.LK + c.HK can catch some backdashes
SPD beats focus > backdash
DP beats normals/reversals