Basically the Ultra Flash counts has a freeze frame for Gief, meaning whatever you were doing… before the flash, it will come out after the flash, if you try to mash something out during the flash or hold up… nothing will happen. Easier to see during his Super since its the same hting 1+0.
GIef’s EX SPD has invinc. also the other has Armor as well, but we are talking about his Ultra/Super.
Yes Guy has Invinc on his U2 and that’s why he catches them.
I think what happens is Due to Guy’s 1 frame he must grab on the 2nd active frame. While Gief’s 2nd frame must be before we land. It’s weird but… what’s even more confusing is if two Guy players do Ultra 2 against each other. Nothing happens.
Don’t really want to hop into the conversation, but I do want to point out something:
I think it’s too hard to say which characters have “normal” wake up speed. HFX/abelity has the Enterbrain AE strategy guide (not sure if it’s up-to-date) translated, and he has a document with a table of each character’s wake up timing. The table shows that there is quite a bit of differences, and those differences were much more than I expected.
In another thread, Jalass has calculated the frame “advantage” that Guy has after using an attack. For example, after a forward throw, Guy needs to hit his opponent on the 86th frame for a meaty just frame attack. However, after a forward throw, Guy needs to hit Dudley on the 85th frame for a meaty just frame attack. I spent one Sunday afternoon fixing all of my safe jump attacks after forward throw, and I tested that scenario myself.
Going back to HFX’s table, there is no specific mention of Dudley as waking up one frame earlier than “everyone” else. I’ve always assumed Zangief has the same wake up speed as everyone else, but whenever I miss a safe jump setup (and get hit by wake up Lariat), I tend to think that he doesn’t. With all of the revisions since Super, I’m not so sure anymore.
Sorry if my post isn’t very conclusive, but I just wanted to shed some light.
Ok, well I could have posed that better. Does Zangief get up at the same speed as Guy after get hit by Ruy’s sweep?
I know different knockdown states have to be considered, but we’re looking at the same situation. A good chunk of the cast wake up at the same speed in any one given situation, that’s what I meant.
Thing is (I know this is an old post btw) the fact that shoryuken is fadc’able on block means if they have 2 bars you can pretty much guarantee they will use it on wakeup or in certain situations because its so safe and they have nothing to lose, so because its so predictable you can exploit it by backdashing and get a free combo, if they feel its a risk like guys ex tatsu they dont expect you to do it so its kind of balanced anyway if that makes sense
It’s hard to backdash a dp without being too obvious because it has so many active frames. You have to do it from far enough away such that your opponent would be that much less likely to do it anyway.
I did a quick search to see if I could find the information about Zangief’s wake up speed, but I couldn’t find anything. So, I’m assuming that Zangief does have “normal” wake up timing. Here’s the thread on SRK that talks up character wake up timing:
And, here’s a direct link to HFX/abelity’s translation:
Was playing around with the Guy vs Gief ultra grab thing with Air. He tells me Zangief gets up faster in that situation so most safejump setups will work on him, but he won’t be able to grab with his ultra against empty jumps. Of course, he can just do an EX spd anyway.
So yeah, they’re both 1 frame ultras, nothing magical happening.
I played Poongko a bunch during Evo and even he didn’t know a lot of the setups. He still mostly beat me though :).
HEY GUYS (hurr) I’m a Gen main that started picking up Guy recently. I’ve got a question.
Is there any trick or technique that you guys use to end the run-stop as fast as possible? Do you just mash/double tap light kick after starting, or just get perfect timing or what?
oh small tip folks… though from experience and personal preference everyone generally likes to stop by double tapping lk now this is good and bad because you may not get immediate stop a lot of the times and may miss it by a frame or two, now if you train to do mk then lk you’ll sudden stop instantly more frequently which is good. But from testing there is a difference between regular and EX run stop, EX doesn’t slide as much when you stop… which means you could bait someone’s punish normal, its also good when you decide to do ex run after say a st.mp cause you may have time to punish. And if you have U2 probably nab them as well.
hello guys out there… I’m new… and I’ve got a question…
Option selecting U1 from a cr. jab on wake up pressure… if the opponent is mashing backdash… the U1 will only get 2 hits? I’m tryng o learn this but when I test it out… if I just backdash once, U1 lands but, if I mash a backdash if whiffs and I only get 2 hits or so… is it right? or am I doing it wrong??
Any help will be appreciated… and pls forgive my english…
regards!!
could it be like EL Fuerte Ex run ??? I’ve seen iPeru Ex run and stop just in front of the opponent and grab them…
if it works that way… maybe there’s a good chance to nail U2 once in a while for “free” (risky) but sounds good… if I got it correctly.
I use to miss the sudden stop when double tapping… I prefer old school pressing twice with two fingers lol
I’ve always preferred “pianoing” (not really) MK~LK for Run > Stop. I still occasionally press the buttons too quickly, but I’m most consistent with that method.
You need to ensure that the cr.LP will hit “meaty” on the opponent. In addition, cr.LP OS U1 won’t hit certain characters: Chun Li, Rose, and El Fuerte (I believe).