The Fall Down and Get Back Up Guide for Beginners

Can Akuma tick throw his demon? Or is holding up an option as long as you aren’t crouching?

There was a huge discussion between jchensor and damdai about how to reliably land a Raging Demon on someone in the Akuma thread within the last month. Go to the Akuma thread and do a search for “Raging Demon” and you should find it. There’s a lot to this.

Off the top of my head, I can’t say that I know of anything better to do than to either time a Lariat to execute it’s first frame right when his fist appears on top of you or to SPD him out of it. :slight_smile:

But, hey, since I explained how priority works a few posts back, you can now apply that knowledge by going into training mode, turning on the hit boxes and vulnerable boxes, and looking for moves in Zangief’s moveset that have similar properties to Ken’s cr.:mp:, right? :slight_smile: Let us know what you find.

Yes, folks, I empower people to find answers on their own. That’s the fastest way to learn because when you can connects the dots on one thing, it helps you connect the dots more quickly on other things.

Doesn’t rapid s.:lp: with Gief stop rush punches?

Here’s a good explanation on priority.

Priority is the quality or state of being prior

Prior is:
earlier in time or order
2 : taking precedence (as in importance)

Since a blue box does nothing to a blue box

Since a blue box does nothing to a red box

Since a red box does nothing to a red box

There is only one remaining combination:

When a red box hits a blue box it hurts the opponent, if the red box occurs “earlier in time or order” over the blue box of the opponent before the opponents red box overlaps your blue box, meaning your red box overlapped his blue box “prior” to his red box overlapping your blue box, you had priority.

Priority is an unbalanced equation, when the equation is balanced, then you get a trade.

Actually what I mean that such a thing is not priority, it is just the game mechanic of registering a hit first. Priority would mean that IF a hit registers on both sides, then one move would outbeat another, because it ranks higher on priority. Such a thing does not exist.
You can not really simply say one move has higher priority than another one in SF2, because it all depends on the position of both moves. The term is ill-chosen imho :wink:

I view this as a professional programmer, maybe that’s the flaw.

I saw that this question went unanswered.

When you start the motion is going to be dependent on your level of execution. But, generally speaking, you have the time period from the frame in which you were hit or blocked the attack to the time at which you will be in the “reversal window” (the frame right before you come out of hit/block stun) to in which to perform the special move joystick you want as a reversal and then press or release the button during the reversal window.

Bottom line, this is not something that can be taught. This is something that has to be learned. Since hit stun and block stun are the same no matter who you play with, you have to get a feel for the duration of hit/block stun.

As for the frame data on hit stun and block stun…let’s hear it from the dude who compiled all this data himself, NKI…

So from that, we see that, for the most part, hit stun and block stun are the same duration. Therefore, whether you get hit or block an attack, your reversal window is the same and the timing for your reversal attack is the same.

Bottom line, practice. Get a feel for how long those stuns last. As I said earlier in this thread, if it comes down to it, record your character in every type of stun that you need to and key in on the very last frame of hit stun or block stun. If you can’t time it correctly, Dee Jay said it best: “Your problem is you’ve got no rhythm, mon.”

Practice and the timing will come. Master doing reversal special moves out of hit stun and block stun with one character and you’ll have mastered it with everyone!

Funny…I used to be a programmer, so I do know a thing or two about it myself. You’re really dealing in semantics, though. Based on my experience, I can say that “priority” was chosen as the term because one move tends to counter another move. Therefore, it has “priority”. It will hit and the other will not. Sure, you can argue “it all depends on the position of both moves”, but I can easily argue back that when you compare Ken’s cr.:mp: and most of Blanka’s grounded normal moves, isn’t there only one dimension that can vary in that equation? Distance, right? If Ken’s cr.:mp: beats most of Blanka’s grounded normal moves at any distance, it’s pretty clear that sometimes it’s more dependent on the move itself and what moves you’re putting it up against.

In any case, the term has been chosen. It’s all over the Wiki and it’s been in use since the grand ol’ days of alt.games.sf2. You don’t have to use it if you don’t want to, but at least you know what’s meant when it’s used. :slight_smile:

:rofl: he always gets me with that too. I’m like “haha lost your charge, time to pressure”, then i get hit by a flash kick for the nth time…

Since you ignored the other post. What you are talking about is priority.

What is your definition of priority? Since its rooted from prior.

If red box overlaps a blue box during an opponents attack before the opponents red box overlaps your blue box then it means your red box overlapped his blue box prior to his red box overlapping yours. Since priority is a state of being prior.

The attack that hits first came prior and therefore had more priority over the second attack. Since getting hit stops an attack, a prior attack won’t allow the chance for a trade, if both boxes didn’t overlap at the same time.

Prior can be synonamous with before, therefore, if your attack hits an opponent before theirs hits you, then your move came prior and had priority.

Good stuff. Just to reiterate a point from that post, though, countering a throw attempt with a normal move is only practical in two situations.

  1. You are outside of your opponent’s throw range.
  2. Your opponent is outside of your throw range.

If #1 isn’t true and you are in your opponent’s throw range, provided that your opponent properly times the throw, the throw will win. If #2 isn’t true and they are within your throw range, the only time you should stick out a normal in this situation is if you know that you’re not in their throw range and you’re anticipating a throw attempt.

Yes…mind games…final frontier of skill. Think or be thrown.

Just curious with all the talk of tick throws, does anyone feel that someone who has a controller with a turbo button option will most always win the throw attempts vs someone who has a standard controller?

Well how fast is turbo? We’re talking about a couple frame window, often 1. If the turbo option isn’t 60 presses a second, good timing on a normal controller ought to beat bad timing with a turbo controller, I’d say. Of course online with lag, maybe not.

A long time ago I thought priority was a magic number assigned to every move, and when two moves “collided” the one with the higher priority “won”, or if they were equal, the moves traded. This is WRONG, but I suspect when someone says “priority doesn’t exist” they mean “priority as a hidden magic number behind every move doesn’t exist”. Perhaps this is where the confusion is?

Priority is an emergent property of hit boxes, animation lengths, and player spacing (and maybe some really obscure edge cases in the engine). Thats the best way I can put it. Either way the word has a clear meaning in common use and if this is a thread for newbies they should have a good idea of what it means by now.

I like this thread and the way it’s made.

This question does not make sense to me the way it’s worded though.

Reversal throws always beat tick throws. Always. Why? Because reversal throws are done with the very last frame of hit stun or block stun…which means that person cannot be thrown. So, if anything, turbo button users only have the advantage if they’re in the reversal window.

If anything, turbo buttons would really benefit in five situations.

  1. Reversal throws.
  2. Reversal special moves.
  3. Rapid-fire weak attacks.
  4. Linking normal moves together.
  5. Rapid-tap special moves.

Anyway, a button press is a button press, so since there’s no way that you can really guard against turbo button enabled controllers online, your best course of option is to do what you can do for those five situations.

  1. Don’t get thrown.
  2. Don’t get hit.
  3. Don’t get hit.
  4. Don’t get hit.
  5. Don’t get hit.

Since you’re trying to do those things anyway, I think you’ll be alright. :slight_smile:

Oh yeah…learning the timing for the those five situations I mentioned is just as effective as a turbo button. One’s just easier. C’est la vie.

Go back to my answer, though, and I think you’ll understand what he’s trying to say.

He’s basically asking, “When do I start the motion for my reversal special move?” The part after the “i.e.” is an example. Now read my post and it’ll make sense.

Yah I missed that part since it was an unanswered question. I’ve updated it to Post 37, glad it’s actually being used! I’m going to see how much more of an organization it needs and I’ll add even more links that I found useful when I was searching SRK. Thanks for the responses from some of the veterans of the game.

Also, I’d like to iterate that I can’t validate all of the responses that are given. I’m just directly linking to posts that have been made to the topic. The end user needs to test it out themselves after all things are said and done.

First To 5 Wins
Sorry, that you didn’t understand… I’m Norwegian so… :stuck_out_tongue: But I meant what FreshOJ said. I’ll try to write what I want/need to know in a more proper matter next time.

FreshOJ
Thank you for the reply, I’m trying to figure out the timing that fits me. I know I can do it. But sometimes I’m 100% sure I did reversal SRK and I still get thrown. I was thinking maybe I started my reversal too late… Thnx again :slight_smile:

When trying to use a jump in attack to start a combo, do I have to land from that jump, and then connect with the next attack before the hit stuns 11 frames finish in order to produce a combo?
I am pretty sure that IS how it works but in case I am missing something I am going to make this post anyways.
Thanks 4 the patience…and the thread!
ONE