I thought only the LK overhead has the frame advantage for you to follow up with a crouching roundhouse. I will try out the MK overhead.
I hope not, the crazy lk doesn’t 2 in 1, and its the slowest crazy kick/overhead out of the three.
What i did say above did work for me however, its weird, but if the person takes the second hit of the overhead while standing, they can then duck and block the sweep.
If they take the second hit crouching the sweep will connect. I’m not sure if there is a difference between standing hit stun and crouching hit stun, but as far as the crazy mk is concerned, it appears there may be a difference.
Crazy hk will automatically knockdown anyways if the first hit connects, and I still can’t get the crazy lk to do anything. I would be glad to be proven wrong, but it hasn’t happened yet.
I just tested again, and yes in both cases a cr.mk can connect, but you get less pushback and damage and you won’t get a hado to connect in this case if the cr.mk connects (the hado can be blocked). So I’d say go for a sweep.
Its also possible, that there is a %chance you will whiff the cr.mk/sweep on chun li. Its not consistent, sometimes it will hit or not. Her damn small hitbox.
This may be yet another glitch, or somehow I’m just not blocking right.
I was playing vs. Ken computer in training, and every now and then I would block hk. tatsu standing, and then continue blocking cuz of the hp. srk that was sure to follow. Except on occasion the srk would hit.
So I did a test, I backed myself in the corner and sure enough, after blocking a few hk. tatsus followed by hp. srks, one of the srks would hit. After blocking the tatsu, I go into crouch block and that’s when it happens. I don’t know if im somehow just holding down(I am almost 100% postive I’m not) or if it is some hitbox issue, but I get hit, don’t move my fingers at all, and I get up in down back blocking his next move.
Could someone else see if this happens to them? Its not game breaking by any measure, but it should be explored, in the case it is true.
I think I noticed this when I was playing vs cpu earlier as well, Coth. I was eating a few dps that I really thought I blocked, and they were all following roundhouse hurricanes. I haven’t had time to test it to figure out what exactly is going on, but I don’t think you’re imagining it. Even if you are, you’re not alone in your insanity at least.
I hadn’t noticed the crouching block thing, I’ll keep an eye out for that. I’ll try to recreate the situation tomorrow night.
Okay, I had about 5 minutes to mess with this before work.
Methodology: Played Claw vs Ken in training mode. Did nothing but hold back(99% sure on this, will disconnect the other directional inputs from my joystick tonight and try again if neccessary). I was always in the corner when the situation came up, but I’m fairly sure this happened in places other than the corner when I noticed it yesterday.
I never observed the crouch issue that Coth mentioned.
What happened: Ken would roundhouse hurricane me, followed by fierce dragon punch. About 1 in 4 times, the dragon punch would connect for 3 hits, the rest of the time it was blocked. When I got hit by it, I left block stun VERY briefly before the DP hit.
When Ken executed the HK from point blank range, the DP never seemed to be unblockable. I didn’t have time to evaluate what ranges Ken did the HK from when he got the unblockable DP. The last time he got me with the unblockable DP, 4 of the HK’s hits touched my block. However, there were other times where the HK touched my block 4 times but the DP was blockable, and I’m not sure if it’s always 4 block touches when the DP is unblockable.
Needs more testing, but I won’t be able to do it til after work.
That’s exactly what it it looked like, but it happened much less when i switched to db. I was using ken vs. ken I’ll test it with everybody when I have time, I have a feeling that it will work on bigger characters easier.
I would like to know what the rules of block stun are. I’ve heard an explanation that the first hit will yield 1 sec of block stun, and hits after will yield less. I don’t know if its true, but it could be.
It should be noted that the game has always had random issues, yet that’s not really an explanation. Really if a combo executed perfectly against chun can fail 10% of the time. Why? If it can work 9 times, why does the game decide that that tenth time won’t. That was in reference to a ryu combo i think on the wiki that says chun’s hitbox is small enough, that there is chance it will miss. I suppose I’m tired of every character having something wierd about them, that makes very little sense. I’m just a little irritated.
I’m just starting to play SF after a few years off. Anyone got time to freshen me up? XboxGT BURRITO BANDIDO…
I don’t think this one will be truly random. My hypothesis is that the hurricane kick needs to be executed from a certain distance, and there’s a very small window of 1 or 2 frames(that very brief period of leaving block stun that we both noticed) to execute the dragon punch to make it unblockable. Why it works is unclear. I suspect though that the “hit on first frame” nature of the fierce dp is part of what enables it, and weaker dps won’t work.
Because it does seem like you leave block stun briefly, you should be able to counter the DP with a move of your own even though you can’t block it, but again you’d only have a 1 frame window to do it in. You’d need a move that’s capable of beating a fierce dp(jab or strong dp would do it, basically any move that is invincible up to/past it’s first hit frame).
Go to training mode and jump with early jab against blocking T.Hawk and then DP immediatly sometimes T.Hawk can’t block the 2nd DP hit !! the situation is very similier to CPU’s hurricane into unblockable DP if you block low, I think it’s the hit boxes overlapping and registering on the reverse side.
Well sort of, against the hurricane (i now believe it can be any hurricane, only the hk one will allow him to actually connect though) it doesn’t matter if you hold back or down back, your block stun will fudge and you can get hit. How did you test, did you have the computer set to “all block”?
If this is covered in the thread I don’t remember seeing it. I’m having trouble hitting a j.punch into tatsu. I’ve seen it discussed and seen it in videos but I can’t get it to come out. Any tips on execution?
This is actually pretty easy 2 in 1 combo to do. The key is j.lp has to connect (either hit or blocked).
:uf: while in air :qcb: then hit :lp: and once hit confirmed :lp:, hit :lk: right after.
Sure…that’s the guaranteed way! But, even with that, like you said, this is really no different than any other 2-in-1. You can even press :lp: and then, once it connects, do :qcb:+:k: and it’ll all connect. It’s all execution. That 360 pad could get in the way, though.
I assume you mean an air tatsu? If you’re just doing a jumping jab, you can press jab on the :d: of the :d: :db: :l: motion for the tatsu.
Is there some kind special timing for the safe j.lp after knee bash? I always hold uf after knee bash and sometimes I get SRK out of it.
Are you mashing the directional stick/pad while doing the knee bash? To time a jump (so I don’t accidentally jump backwards), I sometimes stop mashing the stick/pad after a couple bashes (even if Ken is still bashing).
Duh, I think this is my problem. Thanks for the tips guys.
Right, I stop mashing after the 3rd or 4th knee. I just hold UF so that I jump in time to j.lp>mixups again. I just can’t j.lp safe jump sometimes. Thanks, for the help.
Is your jump not coming out or are you getting hit? If your getting hit, then it may be a first frame hitting move. You can’t safe jump against ken’s fierce dp for example. I don’t know what other moves hit on first frame.
These are nice, especially his honda treatment in the second video.