The System Mechanics Thread

yes, it becomes wider generally.

Why is there still no frame data for jump in attacks? You can work this out approximately by hand;

Hit with the latest possible jump in, then try to follow up with a move that has a known number of startup frames. If the move hits you know that the frame advantage off the jumping attack is greater than the number of startup frames for that move.With progressive refinement, you can eventually find 2 moves (one with the highest possible startup that still hits, another with the lowest possible startup that doesnā€™t hit). The frame advantage off your jumping attack will be somewhere between the two.

Sounds like you should get to work :wonder:

my ae strategy guide has data for all the attacks. is that not what youā€™re looking for?

Ok. This is probably not the best place to ask, but this is a fairly specific question, that ties in loosely with the general theme of this thread;

Iā€™ve got myself a setup under MAME, that effectively allows me to script input for both players and play it back. Iā€™m trying some weird and wonderful combos with it, but Iā€™m hitting some oddball results with my input;

Urienā€™s LP Headbutt takes 43 frames to charge.

This works: :d: x 43, :u: + :lp: (Headbutt)
This works: :d: x 41, :lp:, :d: x 3, :u: + :lp: (Standing LP, Headbutt)
This FAILS: :d: x 41, :lp:, :d: x 4, :mp:, :d: x 6, :u: + :lp: (Standing LP, MP, Headbutt)

The standing MP refuses to cancel. Iā€™ve tried all sorts of timing variations. I can get the headbutt to come out immediately after the MP has recovered, but no sooner. I tried charging for longer before the jab, but still no joy. It is perfectly possible to do during player under the emulator (even with a keyboard).

Anyone see what Iā€™m missing?

Theres no reason to hold down at all during the MP, its a cancel so as long as you hit up+LP while its in recovery frames it will always comboā€¦ so why are you even bothering with that? I donā€™t understand why it doesnā€™t work but its useless anyway unless theres some sort of really complex stun combo I donā€™t know about.

Iā€™m holding down during the MP so that I can shorten the (apparent) charge time to the absolute minimum.

You canā€™t actually cancel out of the recovery frames on Urienā€™s standing MP. Your cancel input needs to come through whilst a move is still in itā€™s ā€˜activeā€™ (ie hitting) phase. I donā€™t know if this is true of 3S universally, but itā€™s certainly true for this one normal.

Back to my testing. I tried a simple standing MP x headbutt and that works. But try as I might, I cannot get a partitioned LP, MP x headbutt to work. I supsect itā€™s because there are then two breaks in the charge (one for the lp, another for the mp).

Iā€™m fairly sure Iā€™ve seen this combo in a video, so it should work. The really weird thing is that if I continue to charge, the headbutt will come out, but not until the MP has fully recovered!?! Shifting more of the charge to the beginning of the combo (so that I should be able to cancel the MP, has no effect. Bizarre!

EDIT: Also, because I have to wait for the startup of any given move to complete (to get to the hitting phase) there is no reason not use that time to charge.

The magic number is 42 (or 43 dpending on how you count the frames). Once your total charge time exceeds 42 frames, you canā€™t partition anymore.

Try this instead:

:d: x 36, :lp:, :d: x 4, :mp:, :d: x 6, :u: + :lp:

In this example, you donā€™t exceed the partition limit until the end.

Thanks for the input JinraiPVC. I was sure it would work, but Iā€™m still not getting the MP cancel. It doesnā€™t make any sense to me. Could you elaborate on how the charging system works (or direct me at a relevent thread)?

Iā€™m still hitting this problem where I can actually headbutt once the MP has completely recovered, by continuing the charge, but if I input the headbutt any earlier the MP simply refuses to cancel.

Iā€™ve had the MP cancelling during normal play just fine. Everything else Iā€™ve tried comes out properly. My code looks alright too. :confused:

I pretty much summed up the charge system in my last post, except for one thing. Once you leave the charge direction (in this case, down) you must return there within 10 frames or else the charge is lost.

This ten frame window exists in pretty much all SF games. ST Guile can charge down, then walk forward for nine frames before finishing the flash kick.

Most of the taunt data on the first page is incorrect for both the DC and PS versions of this game. Unless the arcade is wholly different from them in this wayā€¦

Hey folks. Iā€™ve been wondering about wakeup throws lately. Theyā€™re pretty annoying. I was wondering, what exactly determines what wins in a throw VS. move fight?

For example, if Ken does a meaty MP->HP->shoryu on the other dudeā€™s wakeup, and that dude tried to throw, the ken would probably win. If he tried maybe, shortshortsuper on wakeup, he might get thrown.

If I get thrown on wakeup a lot does that mean Iā€™m not timing my meaties?

Iā€™m also wondering about parrying, more specifically down parrying. I run into a lot of people who spam down pokes and make it hard to get in close. I try to down parry but they usually poke right after my down parry window is over =/

I was just thinking, if I spammed down, would that make it so I would parry any down attack the opponent threw at me? Iā€™m guessing not, but itā€™s worth asking about.

you arenā€™t timing your meaties correctly.

throws are fast (3 frames)

normals are slow (most c.shorts are about 5 frames)

ā€œfilling up spaceā€ with parries is an important part of high level 3s. when you play a lot you learn when people will likely use a certain move at a certain range, so tapping forward (or down) in that range occasionally is not a bad idea. but really if they are just whoring low moves, you should either wait, and punish the whiff, or if you canā€™t, jump.

If the throwā€™s active grab frame occurs before the [move]'s active hitframes then the throw will probably win at close range.

Even if you step out of throw range, when you attack you extend your hitbox close to the opponent, so the opponent can probably grab your outstretched limb.

In order to beat a throw with a normal move your hittablebox must be out of range, invulnerable, or off the ground. Or your attack box (active hitframes) must occur before the grab frames.

However, not a lot of people try to bank on a lucky limb-grab using normal throws. So, stepping out of throw range might help because people usually donā€™t even try to throw when they are clearly out of throw range.

A meaty, by definition, hits the first frame that an opponent is vulnerable when getting up. Normal throws are 3 frames (2-frame startup), so a normal throw should not be beating a meaty attack.

More specifically, if you time your c.LK meaty (true meaty), it should not lose to wakeup throws. You could actually practice this in training mode with Chun-Li if you have the console version of the game.

Go into system direction and enable auto-fire (rapid fire). Go to Parry Training and pick Chun-Li as the dummy to record with. During recording just hold down+LP (autofire her c.LP, which is a 2-frame c.LP). Knock her down and try to meaty her on wakeup, if her c.LP beats your meaty youā€™re doing it wrong.

No. If you tap down once the parry window is different than if you hold down. However, rapidly tapping down doesnā€™t work for parry inputs. Again, parry training.

Thanks a lot. Do you know why mashing down doesnā€™t work for parry attempts, though? I think I remember reading that once you do a parry attempt, youā€™re protected from attacks that would hit you for 10 framesā€¦

So after I do a parry input, and itā€™s window is over, whenā€™s the next time I can try the same parry input so Iā€™ll be protected? (because mashing down wouldnā€™t work)

http://forums.shoryuken.com/showpost.php?p=2939098&postcount=32
After a parry, thereā€™s 19/21/24 frames before you can input another one, to prevent mashing thingā€¦

Ok thanks a lot.

Can anyone help me with red parrying? Iā€™ve been trying to red parry Ryuā€™s EX hadoken, and uhā€¦I eat the second hit every time. :expressionless: I guess the timing on them is very strict.

2frames on special moves yeah.

it seems to me that you have to hit it later than you think it would hit you.

I got more questions!

I have been wondering about jump-ins, as in what is safe/what is not.

If I do an empty jump and block, am I safe?
If I do a jumping attack but it hits nothing, then I block, am I safe?

^^ For those two, would it be just as safe if the opponent had dashed under me and attacked when I landed?

trip guard.

if you attack in the air, you cannot block immediately after you land, period.