“after start up”, so I shrinked it down to reflect that. I don’t see “removed all invincibility”. I don’t doubt you, just pointing it out.
Hope @Street11 can uses his crazy setups to verify how much invincibility it has, if any or if it has low invincibility instead etc
No idea, but u can’t mash it in blockstrings or on wakeup anymore, it’s definitely not like AE.
Maybe it’s something like Guile his medium and heavy FK from AE, 4 frame startup with 1-3 frames invincibility…
Yeah, maybe 1-2F like Ryu’s HP Shoryuken. Based Street has tools to pinpoint it exactly.
But unlike Ryu u can mash it on wakeup and in blockstring, it doesn’t get stuffed…Or maybe I’ve just been lucky all this time XD
No invincibility? So SRK can actually get CHed out? I’m gonna have to test it for a short time tmrw.
I’ve been punched clean out of HP SRK several times.
I think it might be airborne of frame 1 though, so no throws. Akuma’s SRK is grounded though all 3 hits if it connects against a grounded opponent. It’s still fully invul, so no throwing him.
hmm, can any one verify that I’m not crazy looking at this video? at 1:48, after landing super, Yoshimitsu dashes forward once, then jumps hitting with a cross up j.lk, but then does a second kick before landing like Ibuki’s air target combos. This move isn’t in any move lists that I’ve seen and I can’t reproduce it in game via guess work, something that was removed in v2013/1.08 some how? http://www.youtube.com/watch?feature=player_embedded&v=T3CElDJC7xk#!
It’s his air target combo. j.LK j.MK, maybe hold back while doing this, not sure. But it’s pretty godlike since the second can cross up if you time it properly.
Ah, thank you. Well there you go. unnamed target combo for Yoshimitsu, b + lk -> mk, only works on forward jumps, second hit will only come out if first hit connects. Second hit causes float on airborne opponents and can cross up. Not present in any move list :S
Btw, not sure how you are using your terminology, Zukuu, but Yoshi’s j.fp doesn’t just knockdown against airborne opponents, if you hit them while descending you can land and juggle, so is that a float state or a knockdown? (or both?)
Kuma’s Super Art punishes Alisa’s EX Hard Reset, which is -7. Does this mean it has a 7-frame startup (or less) in 2013? From my testing no other 8-frame moves can punish it.
Tested Ken’s HP SRK. His reversal HP SRK on wake-up gets CHed out by both a meaty crouching attack and a meaty standing attack.
Probably. Aa you may have noticed, many Super Arts are either 1F fater or slower as stated in the guide. Haven’t done Kuma’s check up yet, currently taking a break from all this.
So the guide missed yet another string? Will add it soon.
So it has none. Did you try meaty c.LK?
Throwable? Is the 4-6 lower body invul also false?
Couldn’t try throws because reversal SRK becomes active 1f before you can throw them. I’ll try simply throwing random SRK when I have time to test. I’ll also test invulnerability after becoming active when I can. Japanese patch notes said that they got rid of full invulnerability starting at start-up, so it becomes somewhat ambiguous when it comes to lower body one.
You can be thrown out of it. I see the flames from the srk right before the grab initiates.
Bob’s Double Chapati (j.HK>HK) isn’t an overhead. It can be blocked high or low.
King’s Lariat after Jaguar Step can be cancelled into either EX or SA and is +8 on hit.
Woah, for real ? U can cancel it in any EX special move AND super ?!
Been playing King on the side since day 1 but never did I know u could cancel it o_O
Whaaaat. I’ve been maining King since Day 1 and I didn’t even know that! Guess it doesn’t help I hate Jag step.