Is Sakura’s far st.lk really accurate? According to the data it’s a 1 frame link. But I hit it very consistently and I blow at this game. o.o
So I finally found an method to tell how much invulnerability frames flash kick has exactly. I literally tried for HOURS to come up with certain recording and macro usage until I figured out the most simplistic, yet most effective setup:
Just setup the program so you can macro both players simultaneously (way more complex to set up than it sounds tho), and then let both do the same version of flash kick. As soon as the invulnerability wears off, both will obviously trade. I recorded this and counted from starting frame until the trade occurred -2.
I hope my thinking is correct. Here are the results for this method:
LK Flash Kick: 1-6F invulnerability
MK Flash Kick: 1-6F invulnerability
HK Flash Kick: 1-6F invulnerability
EX Flash Kick: 1-7F invulnerability
As you can see, the Guide is correct in that all normal versions have the same amount of invulnerability, making the LK Version inferior in every aspect but instead of being -46 on block like the HK version, “only” being -42. I think that makes it (and MK) pretty obsolete unless I’m missing something. EX Version has 7F invulnerability tho, the guide has it as 1-6F as well (and wrongly with 6F start up instead of the correct 5F).
Edit:
This was done on 1.06 PC Version. I doubt there has been a change to his Flash Kick in 1.08 tho.
I also tested LK vs HK, MK vs HK etc - all combination trade. EX Version beats any other version clean.
If I recall correctly, light, medium and heavy all deal the same amount of damage, so It’s best to always stick to the light one.
LK has the least reach and deals the least late-active damage.
@Evil-Bart2k11, @KitL19, @Viparas @Links
Added the cancel note.
It’s +7 on hit. Might be link-cancelable if you can combo into a 8F start up move.
Fixed.
I recorded s.LK and cl.LK again. All entries are correct. That said, LK Tatsu might be link-cancelable, making it a 2F link or you just have the timing down. ; )
Added lvl 2 for normal and EX and charge times
http://i.imgur.com/Nsuhs0W.png
Added b.LK and b.LK>MK.
Technically, Knockdown = Float. Float = can follow up on your own. Knockdown = can’t follow up or only via tag cancel. When it comes to air attacks, it depends on the height and it doesn’t launch them “upwards” for you to follow up. Knockdown just indicates that they don’t “flip backwards” like a normal hit does.
Kuma’s Super Art has 7F start up,
In my Alisa EX Hard Reset testing I found that Hwoarang can only punish with Cr. HK if he blocks it standing. Is there any difference in blockstun frames on crouching and standing block? Or maybe he was just pushed back too far, making the Cr. HK connect on its second active frame instead of the first, which allowed Alisa to block? Could be a weird coincidence since Alisa’s Cr. HP can punish the move, and it’s also 7 frames. Just wondering if you could confirm that it is probably just a weird situation with block push back and not frames.
When you crouch, your hitbox covers more horizontal space, that is why she lands farther away in comparison to blocking it standing. The same goes for Blanka Balls for instance. In SF4 Cody has to block HP(?) ball standing to be able to punish it with LK Ruffian. If he blocks crouching, blanka has recovered already once he hits him.
wtfman
Best move in the game.
But there is no reason to cancel Lariat since you can follow up with almost all of his moves and special cancel those for more damage?
No longer true. Changes in 2012 Cody can’t punish BBs with LK Ruffian standing or crouching. I think he still can with EX Ruffian though.
But a good example using Cody in SF4 is that if Cody is crouching and Sakura does c.LK - c.LP - c.MK - LK Tatsu (one of her most common frame trap strings.) all of them will be blocked. However if you standup after the c.MK and stand block the LK Tatsu will whiff because his hurtbox isn’t as wide standing.
@Swag King Yolo
Lariat is punishable on block tho, so being able to cancel it into EX Convict Kick is a nice little ‘buff’
That’s true, but then again it’s not really a move you just throw out anyway. I only use it for punishing certain DPs and dumb raw tags.
If you have the opportunity to get in a Jaguar step you should continue pressure with other moves and not throw out a Lariat, but that’s just my .02€
I rarely used Lariat because It didn’t help me much, slow startup and punishable on block.
If I ever wanted to follow up my Jaguar Step I usually do the MP one since it goes over lows and gives a groundbounce, making it somewhat a decent frame trap to use on your opponents wakeup, once in a while.
But I usually don’t follow up my Jaguar Step, I often use the invincibility frames to go through wakeup DP’s or other reversals.
Ok Lvl 2 fireball isn’t that bad. I can live with that xP. And Yay I’m now a member of the 1f linker club!
Got some info that I bet you wouldn’t ever bother to check for because it’s so fucking stupid:
Cody’s crouching.LP/crouching.MP/crouching.HP with knife are considered STANDING attacks. I discovered this in SF4 earlier today decided to check in SFxT (since many things that are broken for Cody in SF4 are broken in SFxT due to being copy pasted.)
I tested and King can do giant swing and grab him out of the startup of any of his crouching knife attacks. Sagat’s high tiger shot will hit him at any point during the attacks as well. The whole duration start to finish is considered standing (once it’s over you are crouching again.)
Keep in mind fireballs have travel time. So their SD is almost always greater than listed.

Got some info that I bet you wouldn’t ever bother to check for because it’s so fucking stupid:
Cody’s crouching.LP/crouching.MP/crouching.HP with knife are considered STANDING attacks. I discovered this in SF4 earlier today decided to check in SFxT (since many things that are broken for Cody in SF4 are broken in SFxT due to being copy pasted.)
I tested and King can do giant swing and grab him out of the startup of any of his crouching knife attacks. Sagat’s high tiger shot will hit him at any point during the attacks as well. The whole duration start to finish is considered standing (once it’s over you are crouching again.)
Does it beat Launchers?
Speaking of beat launchers. I always wondered if Xiaoyu’s Wave crest crushed attacks (certainly seems like it did vs some attacks) I tried it vs someone’s launcher and it beat if flat out. I mean it didn’t trade and it showed almost the entirety of their launcher animation. Xiaoyu might have a Dorya! =)
Bob check up done
Bob
LP > LK > LK: On Block -13 (-12)
Perfect Press: On Block -13 (-12)
LP Cracker: On Hit -5 (0)
LP Cracker: On Block -22 (-17)
EX Cracker: On Block -17 (-31)
Cracker Jacker: On Block -10(-9)
Spiral Rocky: On Block -15 (-27)
Super Art: Start Up 23F (24)
Well if you mean “can it counterhit a launcher on startup?” then yes. It still can lose to a launcher because Cody’s hurtboxes seem pretty large on his knife attacks even during the startup. But it wont get crushed.
I did found out something POSITIVE: Cody’s EX Ruffian appears to have anti air invincibility during the active portion of the move, not just projectile invincibility. Moves like Juri’s overhead, tatsus, jump ins, Dhalsim’s stretchy limbs during a jump, dive kicks. All pass through him but ONLY during the short (if it follows SF4) 7F active portion of the move. The startup and recovery sections he is vulnerable again.
Pretty brilliant giving his low hitting anti projectile move air crush properties while his anti air HK Ruffian that he can’t combo out of DOES NOT HAVE them (it does have a solid hitbox though, but I spent a while testing and at no point during his HK Ruffian will it crush an airborne move like Hwo’s QCB kick or a dive kick. Not on startup OR during the active portion. Usually it will trade.
Yeah, if it gets crushed by launchers. that is the easiest method to determine if a move is considered standing^^
His HK Ruffian is a mediocre anti air (tho obsolete due to b.MP anyway), since it’s his charge move, you have usually a few frames charge time since it’s hard to press a button down and release it in 1F. Most of the time, that means it’s 1F slower.