I would rather block than chance getting hit. There’s a high probability of being dizzied if you get hit with the full crossup combo. Best case is that you don’t get dizzied, but Hawk gets another free ambiguous crossup setup after the combo.
I would just negative edge ending in the direction you need to block.
For typhoon buster, instead of doing (on P1 side after a cr lp) 47896323 + P, why not just doing 69874123 + P?
The dragon move (623) is split, first direction at the beginning of the typhoon buster move, and 2 last directions at the end of the typhoon buster move.
If you spin fast enough, it should work (6 frames max for 6 and 2 directions according to srk wiki), what do you think about that?
Perhaps a hajiki screw would be needed in order to reach ↓ before the timer ran out (6 frames or less, with no walking forward at all). That’s pretty hard, unless one is using a programmable pad.
Your vid is great, Moocus!
JUL, one of the issues with 270 inputs is that every main direction (→, ←, ↓ or ↑) triggers the special move timer, since any of them is valid as the first part of the command. Thus, in fact, 270 motions are actually 8 possible motions, all of which will yield a special move¹. If you are crouch-blocking, you either use one of the adjacent main directions (← or ↓, as P1) as the first direction, or you wait enough frames for the timer to end before using any other direction as a starter. Trying to leave directly into neutral or any other direction that’s not adjacent is not consistent, so several “possible” motions end up not being useful in actual matches.
¹ The possible motions are:[list]
[]clockwise: →↓←↑, ↓←↑→, ←↑→↓, and ↑→↓←
[]counterclockwise: →↑←↓, ↓→↑←, ←↓→↑, ↑←↓→[/list]
oldschool_BR, your explanations are very clear. So, basically, it should work (i did it a few times in training mode), but it’s not viable.
I’m very interested in that knowledge concerning buffer/timer, but i have not been able to find anything about that on srk wiki.
According to you, as soon you hit the first direction of a move (for hawk, any direction) a timer is set.
Let’s take a srk move, according to srk wiki, here are the data => f(6), d(6), df(9 for a lp)
How do i have to understand that? as soon as i have hit f, i have 6 frames max to hit d? then as soon as i have hit d, i have 6 frames to hit df? then as soon as i have hit df, i have 9 frames to hit lp? is that it?
What if i keep the first direction pushed more than 6 frames? a new timer is set…and so what? for an intermediate direction, the move would fail, but for the first direction why would it fail?
→ [0~6f] ↓ [0~6f] [0~10/9/7f] Jab/Strong/Fierce => actually, it would be 10 for jab but nevermind.
So the timer system has absolutely no impact on the first direction ? you can hold it, and start the move whenever you want? that’s why walking dragon is possible i guess.
being that whatever you do in that 6 frame period does not matter. It could be holding → for 5 frames or touching → and waiting 5 frames. But if the next command is not entered, the timer resets and you don’t get that special. So if you try holding → and finishing the motion after a random amount of time, you will often not have enough frames to reach the next direction and the move will not come out. Even programmable pads would fail sometimes.
Here is the full situation I was describing, assuming P1 side: you are holding while doing Jabs as a tick, and eventually (from one to three Jabs) you intend to try a safe Typhoon. If you could guarantee a transition from to whatever main direction - or neutral and then another main direction - then there would be no problem: the timer would never be triggered when you don’t want it. So let’s assume you always touch ↓ or ← before reaching any other direction. This triggers the special move timer for typhoons (and the super, in case of N.Hawk), which is 6 frames, and there would be a much shorter time to complete the motion if you try it as soon as possible. In addition to it, the command demands that the motions are entered in order, e.g., if you touch ↓ then the game expects either ← (clockwise) or → (counterclockwise) as the next step. So if you try, say, into counterclockwise motion starting in →, here’s what could happen:
You’re holding while ticking;
While leaving , you reach ←, which triggers the timer for typhoons:
2.a) the game now waits for the next direction, which could be either ↑ (clockwise) or ↓ (counterclockwise);
You enter →, which is not what the game expects;
3.a) diagonals are not needed, so is unnecessary;
You enter ↑, which is expected as part of the clockwise motion. There are two possible scenarios, here:
4.a) Most likely, the 6-frame timer has already reset by now, and the attempt failed;
4.b) The game registers the second command of the motion, and now expects a → which will never be entered, at least not within 6 frames;
Whatever case, the full command for a Typhoon will not be entered and it will not come out.
On the other hand, if you go to neutral and wait a bit (say, during part of the impact freeze), the timer will end and you can start a new fresh attempt, with the intended time window to complete the motion. And you are likely to succeed.
They often fail. All you can do is to input the motion as fast as possible so as to increase your chances. There is a post of mine with detailed results for perfect walking DP commands and their results. It would be something like a number of positive results, then 2 failures, then positive results, 2 failures, and so on. There’s a 2-frame window such that walking DPs always fail.
If there are any new players wanting to learn T.Hawk, I’ve made a youtube playlist with all the videos worth watching (or at least the ones which helped me understand the basics of T.Hawk):