I think this was already possible in 2012…though very hard to pull off. At least consistently.
How did he get it to cross-up though? I can check version 1.06 here to see if it was possible in 2012…
I think this was already possible in 2012…though very hard to pull off. At least consistently.
How did he get it to cross-up though? I can check version 1.06 here to see if it was possible in 2012…
can you please reaffirm if “Phoenix Smasher TAG on block” is -5 in 1.06?[Sagat MP Uppercut 5 frames. Sagat HP uppercut should be blockable with 6 frames]. it was +9 before that; at least we assume it changed back then, and not in v2013, since paul was stealth nerfed in 1.06.
Phoenix Smasher TAG on block (all versions) appears to be better than -5 in 1.06. None of Sagat’s DP’s can punish it.
I think it’s technically + on block, since not even Gief’s super can catch you. However, what’s interesting is that if you reversal super with Ken, it’ll catch Paul even though the incoming character is able to block it. Same thing with reversal Gief super; even though the incoming character can avoid it, Paul gets caught.
So yeah, Phoenix Smasher TAG on block is technically + on block. Paul just gets caught if you reversal super sometimes.
Did SF character get improved AA across the board too?
akuma’s HP Shoryuken beats Jin and Hei’s J.Hp every time now. Its glorious.
if you hit c.lp or something with your partner, they can’t do reversal super to hit paul.^^
mhhh 1.06 did nerf HP smasher to -10 (it was -5 previously). so it should be at max +4 max on block. does that mean the v2013 reduced block-tag advantage across the board?
This maybe a placebo effect, but Blanka’s hori-balls seem no longer inert
Like their hurtboxes became smaller, since I can anti-air with them and they don’t trade as often anymore.
It’s possible in 2012. It’s just hella hard.
Every normal and unique strings Bob can special cancel, he can also cancel into pandora. Not sure if bug or intended…
got hit by a cross up j.hp from poison today, is that new? thought she could only crossup with j.ik?
That’s… kinda sick. especially juggled s.HP.
j.HP crosses up for sure. Don’t think that was in 2012
I thought so. I was playing online and couldn’t help notice I was wiffing on jump ins I usually hit. They just won’t leave Lili alone, will they?
not new. Happened in 2012 also.
j.lk, j.hp and j.hk all crossed up in 2012
Does anyone know where you can find the frame data on everything?
Really now? Strange. I knew j.:lk: crossed up, but this is the first time hearing about the others in Vanilla. Were they harder to do, or is it the same now in 2013?
j.hp is easy. It’s really ambiguous if you set it up right. (hits in the front, land on the opposite side, complete crosses up sometimes.)
j.hk I still haven’t found out how to reliably do. I know it does cross up cause i’ve done it a few times but it’s really tricky.
They both feel the same to me from 2012 > 2013.
Almost 100% sure Julia’s cHP has a reduced range from 2012.
Also, about 75% sure her cMP has increased range.
Has anyone noticed how fast people fall in juggles? Bob’s headbutt ground bounce follow up would never miss aslong as the headbutt hit in a juggle, but now if I don’t hit them high enough they hit the ground to fast, its wierd too because his normals are faster, so I hit enemy’s higher than in 2012 in my bnb’s, also a combo that used to not be possible now is, after any juggle in the corner if bob did headbutt and then the kick follow-up bob would go under them and whiff because they never fell fast enough, but now always works. Its weird, and hp.headbutt hasn’t been change whatsoever, only bob’s normals, which are faster, and would hit them higher in the air now more than before, making these combo’s even less likely to work, but they do. Thats why I think people fall faster.
Actually when I was watching the Savage Saturday replays, I think someone mentioned that (either that or the speed that people run in off of tag is faster now… or maybe both?). I think Joe Lewis was speaking of it? Not 100% sure as it was early this morning so my mind might have been half-asleep, lol.
I wouldn’t be surprised though.
Is this a ground bounce situation?
I’ve noticed some slight wierdness on ground bounces myself.
I’ve had to re time a ton of my old combos and time differently than I thought on some new ones