Via macro timing I get the link to work on CH. 0F require as much perfect timing as any other 1F link.
Now the question is why you can get hit from Ken. Some SA’s behave strange when used with reversal timing. Not saying that it is the case tho (can’t remember which had this behavior, I think Ibuki’s and Marduk’s were 1F slower if used as reversal).
Probably. And again, any 0F link is just a 1F link timing wise, just at a *different *timing: 1F earlier. It’s the same as if it would be +3 on hit. It technically is, but only if you attack.
Also, I can’t block Ken’s SA either. Could probably mean that it’s only on hit link-cancelable. This game has so many glitches and bugs, it honestly wouldn’t surprise me if even those are inconsistent.
It says in the google spreadsheet that Rolento’s EX rekka has full body iframes from 1-19 but Im pretty sure that it only crushes non-low attacks and has throw invincibility, because Ive been cr.lkd and jump attacked out of it when trying to use it as a reversal
I’ve actually thrown rolento out of ex rekka before. IT’s because it’s a SC move and for some random reason sometimes there’s a delay betweeen the move activating and delaying (super charge), it’s like this with moves that can act as a reversal…sucks
It has to do with the super charge part of the move. It does have full invincibility frames 1-19, but if someone does a meaty cr.lk/cr.mk (like I did to you during one of our matches), if you don’t time it perfectly, you’ll be hit out of the super charge part of the move since you’ll still be holding the buttons, and the super charge part of the move doesn’t have any invincibility.
I believe that’s only if the third hit, and only the third hit, connects while the opponent is still grounded (since I believe the other hits launch them so usually this doesn’t make a difference).
I think the easiest way to learn about a character’s weaknesses is by picking him up.
You tell someone that Law has a hard time getting in and they will automatically call bullshit on your claim unless they main Law themselves. I pretty much know all the anti-Law and anti-Hwoarang tech you could ask for since I mained Law for a while now and I also picked Hwoarang up lately, after that its all based on making reads
I’m gonna post juggle potential and juggle addition for each character from vanilla data files, these may be out of date slightly due to patch changes but most of them are correct.
Juggle potential is actually fair easy to understand, as long as the current juggle value is equal to or less than the juggle potential of a move it will juggle. E.G. a move with a juggle count of 2 can be juggled by JP2, JP3, JP4, ect ect. but not JP1. A move with a juggle count of 0 can be juggled by anything, all initial launching attacks in SFxT start with Juggle count of 0 and when you tag to a teammate the juggle count reverts back to 0. Some moves however add more than 1 juggle count to the current juggle. So a move with a Juggle Add of 2 would increase the juggle count by 2.
So here we go, I’ll start with Cody and do others as I go.
JP = Juggle Potential. JA = Juggle Add
Cody
close LP - JP1 / JA1
close MP - JP1 / JA1
close HP - JP1 / JA1
close LK - JP1 / JA1
close MK - JP2 / JA1
close HK - JP3 / JA1
Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1
LK Ruffian Kick - JP3 / JA3
MK Ruffian Kick - JP3 / JA3
HK Ruffian Kick - JP1 / JA3 [1JP on his HK Ruffian which has no anti airing invincibility and a ton of recovery and can’t be followed up mid screen even if you hit on last active frame… wtf is the point of this move?]
EX Ruffian Kick - JP3 / JA1
All Badstones regardless of button or charge time - JP3 / JA3
EX Badstone (First Hit) JP3 / JA0
(Second Hit) JP3 / JA4