The System Mechanics Thread

You go through some recovery frames after air techs. If there’s anything that can hit you before you hit the ground–You will get hit.

There was video posted a while ago that showed the different shenanigans Oro and Chun can pull when they combine their air throws with their slow ass projectiles. It was all exhibition type shit, but I think the point was that you can’t parry until you hit the ground.

Please correct me if I’m wrong. And–does anyone still have that clip?

possible but depends on positioning :] i dont think its humanly possible to react to it if you’re at point blank.

Fuckin Zar does that shit almost everytime.

That stuffs Genjin too.

:lovin:

say Alex hits me with a elbow slash. i parry. in reaction to this parry,

  • i cancel into super
  • Alex cancels into SA2

assuming they have the same priority (say i’m also a SA2 Alex),

  1. which super comes out first?
  2. which super wins?

in general, if a super-cancellable special is parried, and both players react to that parry with a super (one super-cancel, one ordinary super), which super comes out first?

also, what if it’s not a super?

take two Kens. Ken A does a c.MK, which Ken B parries. Ken A cancels c.MK into jab DP, Ken B also does a jab DP to follow up his own parry. which DP comes out first?

Check the 2nd page for parry info. You gain +3 for parrying a c.MK, therefore Ken B can jab srk before the other Ken can do anything, assuming he does it as early as possible.

For Alex, it’s most likely that both supers will start at the same time (obviously the freeze frame will be separate though) and the first hits will trade.

Now that I’ve gotten around to hooking up a DV capture rig to my PS2, I can look at recordings in frame-by-frame, and I saw that at least some moves have hit and block freeze that takes place when they connect - the action apparently pauses for a few frames for the hit or block splash effects.

I think it depends on the move that is parried.

[QOUTE]take two Kens. Ken A does a c.MK, which Ken B parries. Ken A cancels c.MK into jab DP, Ken B also does a jab DP to follow up his own parry. which DP comes out first?
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The ken who parries can get a DP out first (by two frames).

What exactly is kara-cancelling?

How many different rhythms are there to parrying SA’s?

Or are they mostly unique? I have a feeling there are about 4-5 different rhythms to parrying SA’s. If that’s the case, a categorized list would be greatly appreciated.

There’s a parry FAQ on gameFAQS taht has that sort of information.

Kara (or empty) canceling is when you start one move, and then cancel to another before it comes out. (It only works a few frames into the first move. It’s primary use is to increase the range of throws or other special moves.

At 5:55, Yang parries Ken’s EX fireball. I know his EX fireball leaves him at -6 frames of disadvantage, but I recall someone saying it was virtually safe, even if parried. So did Ken attempt another move, or did the -6 frames come into play?

You’re safe to block if your airborne attack recovers before you land from a jump. This must be done at max height…

Is the distancing as strict as connecting a UOH into SA from max range (the only way)? Are you safe from an SA3 retaliation from Ken (Reversal), if the UOH gets blocked? Just out of curiosity.

If you do an airborne attack at the maximum height, and it connects, will the opponent be stunned and vulnernable to a quick super, like Ken’s SA3?

i think it’s Ryu’s EX fireball that’s safe when parried. Ken’s isn’t ever safe, iirc.

When someone performs a clean parry (i.e. neutral -> towards -> neutral) does the towards motion on the joystick count for the purposes of entering special moves?

For example, let’s say Remy is charging back, and then does a B-F-B+HP, where the towards is a parry - will the ‘sonic boom’ come out?

Doesn’t have to be done at max height, you just have to recover before landing; the jump height you have to be at for that to happen depends on the character and move being used. Some moves have instant recovery upon landing even if they aren’t completed, like Q jumping roundhouse and Oro jumping toward/back fierce.

Second question, some yes, others no. Depends on your character’s jump arc, the hit stun associated with the air move you’re using, the speed with which the super starts up, and how tall your opponent’s character is.

Yes, parries count as motion inputs, so the toward there will count as part of the sonic boom.

Yes, parries count as motion inputs, so the toward there will count as part of the sonic boom.
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the forward may cvount as an input for a tackle or whatnot, but if you want to do a dp you have to do the full motion.

hey can anybody help me?
im pulling my hair out trying to figure this shit out…how do you cross your opponent when you knock him/her to the ground (without jumping ofcoarse)?
i.e. with dudley, C.RH>(opponent lands)>dash or command dash ending up on the other side. thanks…

they have to tech roll, dashes can go over tech rolls but not grounded opponents.

Well thats not entirely true as Urien can ground crossup mak non quickrise but it doesn’t really serve any real purpose as its to random and difficult to time

how do i time the command dash thru the quickroll (with dudley?)