papasi, did you tested all characters? I know that old shotos have faster prejump aniamtion by 1 frame. But i just tested here for gief and its the same for old and new.
the way I tested it is to use the Turbo 0 cheat and do them all on claw’s stage with no background (dammit’s cheat).
pause, put joystick to upward, frame advance until it is in the late jump arc, then use a jab or short before the character lands.
frame advance until the red hit box is gone.
not sure if that would be different than your test.
are you going to document the jump frames in the ST character wiki also?
wtf, thats stupid, just put 1Pvs 2P, map inputs for both 1P n 2P using the same D-buttons, keep jumping during all the 99 secs (neutral jump, diagonal jump) so far only Old Ryu n O ken jump faster than their New counterparts, others Old chars jump exactly the same than New ones
edit: Born2spd actually you’re correct. I was wrong about characters other than old shotos, old deejay and old sagat.
shitsho - the page will be updated later to reflect that.
Yeah, again, that’s why I ask asking for earlier animations for the jump. but you’re right. You can’t safe jump off a HK sweep.
but if you hit upforward on the highlighted animation frame. Is that taken into account the 3 frames of input delay on the arcade board? or is it assuming no input delay at all?
Or, did you use the 7-9 frame delay from ggpo/ps3/xbox360?
Now…
what about safe neutral jump or diagonal back jump…?
Thx Poopasi?
wow good shit pap. very useful tool.
should put frame animations for being thrown in the corner, tech thrown, and anti aired with normal. maybe not important but little more detail couldnt hurt.
c’mon this thread is boss right now don’t ignore it pap.
If its viable then i say it would be a welcome addition. But for the others knockdowns I’m not sure if thats viable. I dont belive its a set time, i think it depends from the distance between where the opponent got knocked down and the corner, like, if you touch the corner while falling the animation changes, but it will depend from the distance you got knocked down. So there will be a window of possible wake up times and i dont believe you can decide when to jump on the fly. If you meant when the opponent actually is at the “max corner” (where you cant even move 1 pixel backwards because its not possible) then that would be a welcome addition but not THAT important imo. So if the throw knockdown, tech throw etc works like this as well then i think it will not be viable.
i’m just saying but still man u never know it could be useful maybe lol.
well now i feel more confident tryna safe jump on claw and boxer now because of this illustration.
good luck trying to safe jump sagat, vega or sim, they wake up so fast, sim not so much since doesnt have a viable AA
i know right, claw and sagat are tough to safe jump. blanka to. just one of those things u should rarely do to catch them off guard.
I think it’s just something you have to practice in training. The safe-jump timing for any of those characters is REALLY early. I’m always caught off guard when I try to safe-jump Sim, and he just stands up and does a quick b+jab to knock me out of it, it looks really funky too.
of course and the games alot faster than the illustration but catching the exact frame animation to safe jump on a full knockdown for each character is kinda tricky. and if u get knocked down should be the manner to know each characters frame to safe jump on u on a full knockdown.
I safe-jump Claw whenever I have the chance. That’s one of the few things Ryu has in his favor, he just has to do it. It is not very hard for any character: you just need to score a full knockdown, since he recovers very fast from sweeps.
Sim is very dangerous: if you mistime your jump, he will slide and either throw or combo you.
Safe-jumping Sagat is a desperation measure, IMO. Very hard, and he gets away with his Jab TU, so it is really annoying.
n.sagat i’ll take the risk, o.sagat…fuck that
yeah sim is risky, that slide headbutt combo usually dizzies and gives a good amount of meter.
As a honda player, safe jumping is obviously essential to my game. After a butt slam, if you get the safe jump ~ n. edge oichio set up it leads to match ending mixups.
The only characters I Don’t really do it on all that much is O sagat and Rog.
O Sagat for the obvious reason of if I fuck up the damage I take is not worth it, and Rog because Jumping in really doesn’t work into my game plan too much of keeping him at bay with cr. jabs and slowly chipping away at his health.
I will do it on Sim because it potentially ends the match after a midscreen short/forward butt slam, and in the very least makes it hard for him to space me out.
i think boxer is the one has to be safe jumped on a full knockdown on a regular(alot start up frames on headbutt but mostly invisible), makes him think twice about reversals and trying not getting knocked down. and its not as risky as it is against sim, blanka, o.sagat, claw, and ken.
I am more talking about that because of the way I play against boxers the opportunity to safe jump doesn’t really come into play. Life lead is super important in that match, so I find it more advantageous to safely poke him away normals and the very occasional hands pressure then risk mounting an offence, losing the life lead (even if its by a pixel) then being in a poor position. I generally have pretty good success playing against boxer this way.
So because of that the occasion doesn’t really arrise for me too much.
If the opportunity does arrise then sure I will go for it, but the match usually goes me poking them to death.
stick it please?