Sweep Throw 101

If you have your opponent cornered, you’re really not losing anything as far as oki pressure. Could be where wake-up stand frame shenanigans really shine.

I was thinking the same thing, but because of roll it’s tough. 90% of the time people just roll out of the corner and I feel like if you go for wake up oki shenanigans and they roll out you’re in recovery and just put yourself into the corner. Your opponent will most likely get a free combo or launcher if you wiff the sweep throw. I still think ex sweep throw is good for ending the round or creating space for safe tagouts. It really sucks that I’m in the middle of mid terms or I could spend ALOT of time in the lab.

The first part is false. There are no unthrowable frames on wakeup, after blocking, or anywhere else in SF4 aside from jumps/airborne/throw-invulnerable moves.

In SFxT you are unthrowable for 3 frames after hitstun/blockstun ends, which prevents Hakan-like fuzzy-guard setups. But based on some testing I just did today against Zangief, I don’t think there are any unthrowable frames on wakeup in this game either.

I suspect there aren’t any forced standing frames, but I didn’t test specifically for that.

I don’t know if it’s guaranteed standing frames or not, but you can’t land a guaranteed Sweep Throw on wakeup, this was one of the first things I tested.

There is no documented info about that but i have an actual proof that you are unthrowable during 2 frames after your wake up, after the end of blockstun / hitstun.
This proof is in a video from hitbox that i have. Give me some times and i will show you that.

Unthrowable windows proof :

First in 2009, Fuudo do an interview where he said he had acces to the debug version of the game to make the guide :

In SF4 2lp on block from Ryu was at +2. But if you tried a throw just after that you would whiff. It’s not something about range. That’s the reason of the question of Tetra.

Now in 2010, someone leaked video with actual hitbox from SSF4. In those video there is an interested one with Cody on point.

It’s the only one video where you see the character get hit instead of performing move.
So Cody get hit by Ryu or Ken with a stand light punch i think.

Stand light punch has 13 frames of hitstun and 8 frames of hitstop. That’s the theory but when you look the video you see the 8 frames of histop follow by 15 frames where cody has NO throwable hitbox (blue lined boxes). 15 instead of 13. So if st lp cause 13 frames of histun why cody stay unthrowable during 15 frames ? You have to believe me but i have this video in front of me. I don’t want to screenshot those 8+15 frames ^^;;

Again in this same video, you see Ryu or Ken perform finally a dragon punch and score a knockdown on Cody. Cody fail to perform the sand splash and wake normally but again a strange thing occur.

He has no hibox during the wake up. It’s normal because he his invincible until he has fully wake up but as soon as he get vulnerable, he stay with no throwable hitboxe during 2 more frames though he his not invincible anymore.

Just for the context

At this point it’s frame by frame (60 fps video)

Vulnerable but with no blue lined boxes

yet no blue lined boxes

And now he has blue lined boxes (2 frames after he start get vulnerable)