I havent actually fully read it but it seems decent at a glance.
Ryu Frame data
How to read this for those new to it:
**s.lp
Startup/active/recovery: 3/5/4
Startup is the first number, which is how many frames til the move hits.
Active is the second number, this is how many frames the move stay out and can hit.
Recovery is the third, how many frame it takes after hitting til you can move.
So Ryu’s s.lp hits in 3 frames, stays active for five, and take 4 frame to recover. Pretty straight forward. The more active frames, the better it is as a meaty. Note that jumping attacks have no recovery number.
Special/Chain/Super: o/o/o
Pretty much the same thing, “o” means yes it can, “x” means no it can’t.
So in this case it shows Ryu’s s.lp as special cancelable (1st “o”), chainable into itself (2nd “o”), and super cancelable (third “o”).
I don’t know the frame advantage of each normal yet, but im working on it.
—Standing—
**s.lp
Startup/active/recovery: 3/5/4
Special/Chain/Super: o/o/o
Damage:
**s.mp
Startup/active/recovery: 3/2,7/12
Special/Chain/Super: o/x/o
Damage:
**s.hp
Damage:
Startup/active/recovery: 7/6/18
Special/Chain/Super: x/x/x
Damage:
—Crouching—
**c.lp
Startup/active/recovery: 3/4/4
Special/Chain/Super: x/x/x
Damage:
**c.mp
Startup/active/recovery: 4/4/8
Special/Chain/Super: o/x/o
Damage:
**c.hp
Startup/active/recovery: 4/3,9/11
Special/Chain/Super: o,x/x/o,o
(the 2nd “x” and 5th “o” mean the later part of the move can be canceled)
Damage:
**j.lp
Startup/active/recovery: 5,10
Special/Chain/Super: x/x/x
Damage:
**j.mp
Startup/active/recovery: 5/8 (neutral) 9/4+7
Special/Chain/Super: x/x/x
Damage:
**j.hp
Startup/active/recovery: 5/6
Special/Chain/Super: x/x/x
Damage:
—Specials—
**Hadouken
Startup/recovery: (lp)11/40 (mp)11/41 (hp)11/42
Damage:
**Shoryuken
Startup/active/recovery:
Invincibility:
Startup/active/recovery:
Startup/active/recovery:
Is there specific time to go onto GGPO for A2 action? I always seem to pop up when the A2 room is dead.
I really want to get better at this game.
Weekend are best, usually around 8 pm central and up there are alot of people on.
Vietnampathfinder Travel
Vietnam travel information | Vietnam tour companies | Vietnam luxury adventures | Vietnam adventures travel | Vietnam guided tours | Vietnam Vietnam Tour Operator, Travel Agent , Vietnam 's Leading Hotels and Resorts Online Reservations, www.vietnampathfinder.com offers discounted flights, hotels and resorts, car rental, visa Arrangement, first class holidays, tailor-made tour packages, eco-adventure travel to the mystical, exciting and Newly Discovered destinations in Vietnam, Laos and Cambodia.
http://www.vietnampathfinder.com
:woot:
Vietnam Travel
Vietnam art tours
Hanoi art tours
Vietnam family vacations
Vietnam family holidays
Vietnam tours for family
Vietnam Travel
Vietnam travel information | Vietnam tour companies | Vietnam luxury adventures | Vietnam adventures travel | Vietnam guided tours | Vietnam luxury holidays | Vietnam luxury tours | Vietnam luxury hotels | Vietnam travel agents operator | Vietnam adventures tours | Trekking tours | Biking tours | Kayking tours | Cycling tours | Walking tours | War veterans tours | Cruising tours | Birdwatching tours | Day trips tours | Honeymoon trips tours | Photo tours | Teambuilding tours | Art tours | Family tours | Cookery tours | Golfing tours | Diving tours | Excursions tours | M.I.C.E tours |Visa to vietnam | Visa to laos | Visa to cambodia | Hotels in vietnam | Hotels in laos | Hotels in campodia | Resort in vietnam | Resort in cambodia | Restaurents in vietnam| Restaurenst in cambodia.
http://www.vietnampathfinder.com
W.Veteran Tours
Kayaking Tours
Honeymoon Trips
Diving Tours
Cookery Tours
Trekking Tours
Photo Tours
ill start posting more frame data this weekend if im off
what is a foolproof or just a basic combo that connects after I activate a CC with Charlie and connect with is Jumping Sobat Kick which is directional towards plus Forward kick?
I get lucky getting additional hits in that combo effectively after I connect with the CC overhead…
Thank you in advance for any replies!
Follow it up with c.rh xx Flash kick juggles if if it hits, if blocked just spam lp sonic booms
GGPO peeps kick my ass. So much good competition! I feel like I am improving though.
I like to use Sakura now. Working on Charlie and Sakura. I also play everyone else once in a while to mix it up and just have fun.
I want EVO to host another Street Fighter Alpha 2 event like they did this year in 2008! Old school Street Fighter for the total WIN! Did anyone see it? I was there! I was so glad to see it on the main big screens this year.
Sakura’s normals are very effective in my opinion. I will play her more…
Wow I didnt know it was played at Evo. Imma be there next year
.
Hi, man.
If it’s not too much trouble, could I have the data for Birdie’s command throws (range in “dots”, start-up, and whiffed frames) and the frame data for his crouching Fierce.
Thanks.
Yeah. I’ll put it up after work.
Birdie grabs, all 5 frame start up. Px = pixel range, all are same as Gief.
lp- 104 px 26 dmg
mp- 101 px 28 dmg
hp- 97 px 30 dmg
lk-104 px 22 dmg
mk- 101 px 26 dmg
hk- 97 px 30 dmg
Not sure on whiff animation, but unlike gief, lk/lp is a fast whiff.
c.hp- 4 frame start up, not safe from ccs on hit?/block, 21? dmg
Man, HD Remix got me slackin’ lol.
Jeff, I just read the Adon FAQ. Thanks man! You really helped me learn that Ugly Thai Dude!
Yay! lol.
uhmm whats c.rh??crouching what??
It’s the crouching roundhouse, basically another word for the hard kick.
Quick guide to simple mix up: Work in progress
**Ryu:
c.lk then:
- slight pause, c.lk, s.lk xx hp fp/lvl 3 super
- throw
- overhead
- slight pause, c.hp xx hp fb
- If you know they are mashing cc
Meaty c.mk then:
- walk up throw
- c.lk xx hp fb
After a hp fireball knockdown hold uf and last sec meaty j.lk then:
- Throw
- c.lk, c.lk xx hp fb/lvl 3 super
- c.mk xx hp fb
c.lk x 3 then:
- walk up c.lk, c.lk xx hp fireball
- walk back slightly, c.rh whiff punish anything they do (or cc)**
Ken:
c.lk then:
- c.lk, c.lk xx super
- throw
- cancel it into lp roll, then throw or c.lk x2 xx super
Akuma:
Gen:
c.lk then:
- throw
- slight pause, c.lk, c.lk, c.mk xx lvl 2 super, if c.lks are blocked, walk up c.lk, c.lk, c.mk xx super
- instant lk dp
- lvl 1 dizzy super (100% safe super, hits mashers then run away woth wall jumps)
Corner:
c.lk then:
- throw, super grab
- any of the above options from c.lk
- instant lk dp, then
a. lk dp again
b. activate cc
c. c.lk into whatever
d. lvl 2 dizzy super
Guy:
c.lk then:
- c.mk
- s.fp xx qcb+p
- throw
Zangief:
Dhalsim:
Dan:
Sakura:
Chun-Li:
Adon:
Birdie:
E.Ryu:
Sagat:
Rose: