Standing to Crouching

Does it take time to go from standing to crouching? Does it take any time if your already blocking or if you go from a special move (like throwing a projectile) right into your crouch? If so how many frames?

^^ This is exactly the kind of data I would have loved to have along with Remix. A nice frame-by-frame slideshow of every character’s motions. Not just hitboxes or attacks, but hitstun, blockstun, jumping frames, landing frames, etc. EVERYTHING.

Blocking or swiching blocks is never instant in any sf, that’s why things like valle ccs and 1 frame “unblockable if you don’t block before the flash” supers exist.

Stop spreading bad information. The reason why the ‘valle’ cc exists in A2 is because there is delay in blocking ONLY in A2. Every other game lets you block instantly.

Things like Sagat’s hot foot in CvS2 works more because of distance and the way the super pause works.

Going from standing to crouch is basically instant.

What do you even want this information for? ST is not really about ‘frames’ as much as it’s about playing the game and getting a ‘feeling’ for how the game behaves. Even with this information, it’s not going to help you win.

Derek Daniels

I wanted to know because I was trying to figure out if I throw a sonic boom (I play as Guile) and people jump it real quick, do I have just as likey a chance of blocking as I do of pulling off a cr. fierce (you get more frames because your crouching). Given the choice between the two, I’d much rather do the cr. fierce, pushing them back and letting me keep my flash kick charge. Even if I got hit I’d still be better off then if I got hit standing cause I’d still have my flash kick charge. If it takes a couple frames to go from standing to crouching then there is not an equally likely chance.

If you are blocking you can not go from standing to crouching instantly. (And perhaps vice-versa as well)

The easiest way to see this is to play ST and choose Akuma vs someone. Jump and throw an air fireball then jump again while the other player blocks the air fireball high.

As they block it high land and do a low roundhouse. They will not be able to low block the low roundhouse, even though it hits a little after they block the air fireball.

Perhaps there is something about the air fireball that makes it a somewhat special case, but it’s easy enough to set up that I don’t believe the low roundhouse and the air fireball are hitting simultaneously.

Try it for yourself.

Does anyone know if this is instant after a projectile though?

If you’re otherwise idle going from standing to crouching and back is not instant. You can see the two in-between frames for each character here.
In your specific case though, Python, you can cancel that animation with your crouching fierce so you don’t have to worry about it. Whether or not you have time to do the fierce itself is all that matters here.

One thing I got a feeling for with blanka is that if you hold towards to walk under a high tiger shot then move to down towards you get hit because going from standing to crouching isn’t instant and the first frame of moving-to-crouch is too tall.

EDIT: in mame if the buttons are set up like this
A: right
B: down
C: down + jab

Hold A to begin to walk under a high tiger shot. While holding A press B and you’ll get hit. Press C and you won’t.

thx nohoho, u rock

I’m willing to admit i could be wrong if someone with data comes and proves it, but A3 had “valle” ccs too, just to a much much lesser extent, and i don’t know if there’s a low fast enough to take advantage off it. Sak, for example, can VC into shooken and hit you if you weren’t blocking before the flash.

About CVS2, saying it’s because of “distance” is redunant, of course it is since the further some supers travels the slower they connect usually,and A2 had instant supers like that too.

So either the blocking is not instant and that’s only obvious after some screen freezes, or there’s a special property of screen freezes that makes you unable to block. If you really actually know the answer, you’re welcome to post proof.

This is exactly right and, as I stated somewhere else in here (I think it was the Fei Long thread), this is the key to linking from normal crouching to normal standing moves and vice versa. As I also stated there, though, if you want it to come out instantly, you have to time the joystick+button input to coincide with going back to a neutral state. If you mash, you’ll miss.

NKI might have more info about this on his website. He was telling me about this, so either he’s got it documented or he just knows it like you do.

nohoho can correct me on this (well, neither of us play Guile) but all the elite guile players like muteki, kurahashi, etc. all seem to do this in the example you are all talking about:

sonic boom, opponent jumps - low fierce (either cleanly beats or trades - doesn’t matter) then sonic boom asap (reversal?)

what happens is that even if you trade with the low fierce, since you sonic boom right away it either hits them again if they try to jump usually or they block, which lets you create some space again so you can get back to sonic boom’ing fools to death.

Derek Daniels

Yep yep. Throw the Sonic Boom, hold :db: while Guile recovers, and press :hp: right when he recovers to interrupt Guile’s “in the process of ducking down” animation into cr.:hp:. Then, trade or not, throw another Sonic Boom.

So, yes, you can interrupt any character’s “in the process of ducking down” animation or “in the process of standing up” animation with any move you desire.

(Disclaimer: Charge moves must be charged. Supers must be charged. Void where prohibited.) :slight_smile:

Alright, thx guys. I’m gonna have a tough time getting myself not to block so much, but I’ll get it down.

http://forums.shoryuken.com/showpost.php?p=5264190&postcount=235

Blocking is instant in most games, what causes you to get by valles ccs in A2 is blocking isnt instant+cc or super freeze. Other games it happens cause the super freeze. So yeah, blocking is instant.

If you’re switching from crouch to stand to block an overhead at the last frame, do you eat the overhead or cancel the transition animation and block?

There ARE moves that prevent you from changing block from high to low and vice versa.

Ryu’s super fireball is the only one I know of. Make them block super in the corner standing… free sweep. Block it low, I think you can overhead.

Perhaps Akuma’s air FB is the same way?

But for the most part, it’s instant if you are blocking or attacking.

Great find nohoho!