SFA2: Hitboxes now available

Im trying to learn Guy in A2 but im having issues. If I do a FF chain he first 3 hits will connect and the roundhouse will whiff leaving me wide open. What can I do about this?

edit: I had to wait a split second before pressing roundhouse. But I still cant get it to connect If I start the jab from a distance. Can anything be done about that?

His chain isn’t as useful here, compared to like A3 or something. You’re better off learning s.mp, s.fp xx shoulder. It’ll connect vs everyone and actually give you a real knockdown to start mixup. If you see they blocked it, you can cancel into a dash-cancel and keep up the pressure.

^^
Ahh I see thanks.

Only real use of the bushin chain is in the corner where you can link a super after, but the link is a pain in the ass so not worth it imo.

RaginStorm X I tried to PM you but your PM box is full apparently.

I’ve been looking into some technical things of SFA2 I’ll give a list of the topics I looked at.

First of all: Throw invincibility. After knockdown, hitstun and blockstun you are invincible to throws for a short period of time. This time is exactly 6 frames in all three cases.

Secondly I’ve been looking at hitstun/blockstun on moves.

Below follows a list of all the data I’ve collected:

Jump light attacks: 15 frames hitstun, 14 frames blockstun, 7 frames hitstop
Jump medium attacks: 15 frames hitstun, 14 frames blockstun, 9 frames hitstop
Jump hard attacks: 15 frames hitstun, 14 frames blockstun, 11 frames hitstop
Light attacks: 14 frames hitstun, 13 frames blockstun, 10 frames hitstop
Medium attacks: 19 frames hitstun, 18 frames blockstun, 12 frames hitstop
Heavy attack: 24 frames hitstun, 22 frames blockstun, 14 frames hitstop
Command normal: 14 frames hitstun, 13 frames blockstun, 12 frames hitstop
Command overheads: Generally work like Medium attacks. Sakura’s overhead is an exception for working like a heavy attack.
Specials: 24 frames hitstun, 22 frames blockstun, variable hitstop

Now, on to calculating frame advantages. This is a bit odd in Alpha2. Let’s take Rose’s cr.mp as an example.

The move has 4 frames startup, 7 active frames, and 6 frames of recovery.
But after the end of this move, Rose goes into a crouching state for 2 frames in which she cannot do anything at all, effectively lengthening the recovery by 2 frames. All moves have this 2 frames of recovery, standing moves go in a standing recovery state, crouching moves go in a crouching recovery state. Visually these look identical to normal neutral stance and crouch. Yet they cannot be canceled by anything, not even block, walk or jump. If anyone finds someway to cancel this recovery, please let me know.

Back to Rose’s cr.mp, which is effectively 4/7/8. It’s a medium attack so it does 19 frames of hitstun. If the move connects on the first active frame, the remaining part of the move is 6+8=14 frames. As the move does 19 frames of hitstun we get a frame advantage of +5 (19-14=5), this is just enough to link it into another cr.mp as it has 4 frames startup and becomes active on the 5th frame (it is therefore a 1 frame link). Obviously the meatier you hit this move, the higher the frame advantage will become. If you hit it on the last possible active frame, the recovery is 8 frames. 19-8=11 So the move at its meatiest is +11.

I was going to ask RagingStorm X for the framedata that I had to PM for, but his inbox is full. I’m not sure if his framedata gives the recovery as 6 or 8 for Rose’s cr.mp. In case of the former, a practical way of checking frame advantages is subtracting 2 frames of all the hit and blockstun. And using that as the hit/blockstun.

4/7/6 is what it says

I wanna learn alpha 2 and alpha 3 badly! But the A2 community seems a lot more active/willing to help! I want to learn ken, can anybody give me some basic stuff to practice with ken? and a gameplan? which normals are good for footsies, etc.

Ken is top tier with a zoning game, good pokes, good Alpha counters, good CC. Your pokes are cr.mk, st.HK basically. Mostly you zone with fireballs like in ST to build meter like Ryu. CC is basically sweep to hurricane kick than ascending strength dragon punches. If you use it as a AA, then do st.mp then the dragonpunches. Sweep is good, and is cancelable like the other shotos, you can cancel to fireball or if you’re feeling gutsy cancel to his roll (412+P) and continue pressure or you can try to cross them up with it into st.mp hitconfirmed to HP dragonpunch. Normal AA is cr. HP just like the others, you don’t even need to use mp or hp SRK outside of combos, really. Best super is shoryureppa and can be comboed from cr.mk or chained lps/lks.

Did I miss anything? Playing Ken is not rocket science imo

Any bread and butters I should work on? Gotta make sure I remember all of this stuff, played a chun, he pretty much derped the herp on me =[

A few things here:

While most of Ken’s pokes are good, and you’ll want to use them all, definitely don’t throw out tons of s.rh. It’s AC bait and you can probably just CC it on hit on block if you’re semi close.

Cancelling into his roll is a really good idea because it’s so safe. With that said, if you’re going to do cross over roll shenanigans, you really need to do something that you can hitconfirm. If you can hitconfirm s.mp xx DP then by all means, but I know I definitely can’t. This also doesn’t work as good offline, where it can actually destroy scrubs online. And even then, the top players can still block it on reaction so if you get into the habit of just doing something like c.fp xx dp without totally hitconfirming, you’ll be eating free damage you just gave them.
-Edit- I guess what I’m trying to say is this tactic is pretty much garbage. If you’re going to try a cross over roll, you might as well do it into either short short super (short short roll again if they blocked,) or just straight into CC. Straight to CC sounds even scrubbier, but it’s actually more damage and safer due to you not being completely open for a free combo/CC/whatever.

Definitely do NOT use c.fp for antiair. You’ll become lazy, and it’ll be a dumb habit to break. C.fp will not AA characters like Gief, Rose can time her jumps to trade, etc etc. Always antiair with MP DP, it’ll never lose and if you do it deep enough it’ll flat out beat jumpin CCs, or fly past them (leaving you safe.) C.fp is easy as fuck to jumpin CC and you’ll eat them all day.

For BnBs, they definitely aren’t Ken’s strong point. If you land a cross over mk, you can do short short xx fierce DP vs mostly anyone. If you land a short short anywhere, you may as well cancel into a super since it’ll be damage.

Ahh ok! I was playing yesterday, and my c.fp was getting CC’d. I was getting angry!! Thanks for this =]

Rolento’s overhead CC: [media=youtube]I_Es3_Oi-4w[/media]

A Sagat-only deal from the looks of things.

wow scouter j.hk xx d+mk x3, sweep to normal cc. nice

this is WOLFwatcher , he is number 1 a2 player in ggpo , from japan

[media=youtube]doveBJKTBV4[/media]

work rom ok

Shut up

Quoted for truth and emphasis.

Is ggpo down?

stop trolling, lol

did you get pokemon white/black?