EveryFF: Nah dude I remember him doing upballs. I don’t really remember kuro doing hop into horizontal ball once
It is possible to the horizontal ball, but i don’t know how its done.
good games to nohoho last night.
linking to an old thread felineki made.
http://forums.shoryuken.com/showthread.php?t=133840
really useful if you want to mess about with ST art. Plus there’s lots of stuff you might not have known about, hidden inside the ST rom.
good shit man.
Something weird happened to me today while playing ST (Jap).
My N.Ryu vs CPU Blanka; Not quite point blank range, but I get what I think is 4 hits of the shinkuu-hadouken into Blanka and I mash Jab. The 4-hit Shinkuu combos into my jab and becomes a 5-hit super combo, with one hadouken trailing past Blanka. I think somehow I canceled the last hit of Shinkuu with Jab and somehow I got this weird result. Does anyone know the logic behind this or am I just being retarded?
you didn’t cancel anything, it’s just possible to combo after the super fireball.
watch at 1:04 (one of my favourite ST combo’s ever, actually)
So I’ve always had trouble reversaling Gief’s tick into 720 super and I’ve always noticed that when I use Gief, people who are otherwise solid with reversal timing have a lower rate of success at escaping. I’d never really thought about it before right now, but is that due to the same no-button-inputs-during-super-freeze thing that makes reversaling out of other supers so difficult? Seems to me like that’s probably the culprit.
Hi. I need help pulling off reversal supers for charged characters, backwards.
For example, chun li is fighting boxer. Chun is initially on left, Boxer is on right. Boxer walks up and head butts chun. After the grab, Boxer walks under Chun, and now the sides are switched (Chun is still in the air from the release and on the right side, Boxer has walked under and is now on the left). Usually you would think that this switching of sides would negate any charging Chun initially had while she was getting grabbed.
Today I did a reversal super under this situation, and also with Dic, but I think it was a bit random and lucky. Can anyone give me the correct notation on how to pull off a reversal super for charged characters (box, dic, guile Honda etc) when the positions suddenly get switched and you supposedly lose your charge.
The situations I am thinking of are when
- you get crossed up
- the situation described above where someone walks under you and switches sides, usually when you are released from a grab
If you could give me the notation that would be great. Since its a bit ambiguous when you switch sides, could you say it as you are facing right (on the left side, like Chun) the whole time?
Sorry for the wording of the question.
Also, can someone give me the notation for standing fierce into shoryureppa / shinkuu hadouken? I saw it today and was blown away.
Thanks in advance.
If you’re holding down/back, and the character jumps over/walks under/teleports over, then you’re now holding down/towards. That’s the first two inputs of the move, so do the other back and towards and hit a button.
You’re on left, Boxer on right. You have stick held in down/left (down/back, for now). He head butts, you mash buttons but leave the stick in down/left. He walks under while you’re in the air. Your stick is still in down/left, but since you’re now on the right, that’s down/towards. You wiggle the stick right (back) then left (towards), tap your buttons, and get a super.
Got a throw priority question for y’all.
Facts:
When getting up from knockdown, you have throw priority
When landing from being hit out of the air (NOT KNOCKDOWN), you have throw priority
Here’s the question:
When getting hit out of prejump, which cause you to fall airborne, as if hit out of a jump…
Who has throw priority if you both go for throws when you land?
thanks toodles.
NOS I am thinking that the person landing has priority based on experience, which is why when I am the one hitting I always go for a meaty attach for oppo to land on since I know they’ll get a free throw if we both mash at the same time.
A throw done as a reversal always has priority over a non-reversal throw, so any situation where a reversal is possible also allows for a throw to have priority. You can reversal after the situation you’re describing, so ding, your throw will always have priority over your opponent’s throw. You have throw priority after a tick, while getting up, after being knocked out of the air, and any other situation you can think of where you’d get the “reversal” message on your screen if you did an immediate special move.
After a tick?
When getting up from knockdown and after landing from being hit out of the air, there is an obvious window where you cannot be thrown, and you can easily throw the guy. But after a tick surely cannot be like the former two? It’s not nearly as easy.
I thought you could be thrown the moment you come out of hitstun/blockstun. And that if both throws were executed perfectly it would be 50/50… ? Anyone got the ST bible handy?
aaaanyhow,
I assumed the victim has priority as well (in the original question). But I got blatantly tossed playing GGPO the other day. Could be lag of course, but it got me thinking… You are grounded… you never really “jump” and don’t get knockded down. I assume it’s like being hit out of the air, but I have never really tested it, so I really don’t know.
Just musing really.
EDIT:
“These are very effective techniques because the defender only has one frame of advantage. Timing anything with the precision of one frame is pretty difficult. The frame in question is the reversal frame, your first frame of neutral state. The defender can go directly into any attack (a normal move, a throw, a special move, or a super) without ever going to neutral (throwable) state. However, if the defender does not take advantage of the reversal, the attacker and the defender have equal opportunity to throw each other. (If both characters throw on the exact same frame, it is completely random who does the throw and who gets thrown.)”
Ah. 1 Frame. Is every reversal situation like this?
EDIT:
*"Misc. Other Frame Data
Throw Invincibility After Getting Up
After being knocked down, you can not be thrown for the first 13 frames after getting up."*
wewt. i’m learning.
how would you correctly block chun li’s cross up D/F+RH? i keep on getting hit by that.
It’s different for every character, plus it varies depending on distance.
NKI knows what he’s talking about. Also the wiki is full of useful info, I discover something new every time I read it
I have a couple questions that I can’t seem to clear up anywhere I look…
These pertain to Anniversary Edition, specifically when attempting to use it as a makeshift ST when roms/superguns/cabinets are unavailable.
Is there a difference in speed/gameplay between setting the game to “Turbo 3” in the options menu, or turning FREE SELECT on in the options menu and choosing “Turbo 3” before every single match?
With that being said, when having to play ST on SF:AE, what is the correct (or the closest possible) “tournament speed” to use? Which “set” Turbo Speed would we use in the options menu, or should we enable Free Select from the options menu and which number do we choose with Free Select?
I appreciate the help guys!
~~Nate
anybody?
Too bad this doesn’t hold up. Supers only cause input loss when they come out (aka, a super only causes input loss when it’s a super), and for Gief, Hawk, and Claw, the supers only actually come out if they connect. That means that for them to get the input-delaying super frames out, they have to have already grabbed you; you cannot lose inputs in trying to escape a grab super because if you’re still able to try to escape, the super hasn’t started yet, so there’s nothing to cause input loss (and once the super starts, there are no inputs to lose, because you’ve already been grabbed). So anyway, the problems I’ve noticed with reversaling supers must either be due to something else entirely or they must not exist and I’ve just randomly happened to mess up and see other people mess up more frequently in grab super situations than in regular spd situations. My guess is the latter.
Who are the rush down characters in Super Turbo?
all of them can rush down…