The System Mechanics Thread

Can you be a little more specific? Like, if you attack in the air, you can’t guard…but can you throw/tech a throw? do a move? Or are you totally vulnerable?

you are totally vulnerable, but the window is short, however should they meaty you, you can’t do anything. you can tech a throw because of the window (throws aren’t instant) you are at a disadvantage if you try to offensively throw early. i don’t know what else to tell you, trip guard is very basic sf.

Ok thanks.

Tanden Renki questions

This is for anyone who wants to investigate, since I don’t have anything capable of frame precision. (^.^) I’ve been playing Tanden for some years now, and I have some observations that I think are true, but am not 100% sure. Knowing is half the battle, so on to the questions!

1 - Is Makoto allowed to move earlier than the opponent after activation? (i.e. can she execute moves during the zoom-out of the super, or something?) Often I activate under a jump-in and Jab DP the opponent out of the air, where in the same situation with no activation it feels like they would have landed first.

2 - Does the game accept opponents’ inputs during the super flash? I have had people kara-cancel moves that I activate through into specials, and there is no way they would have been trying for that special before I activated. I have also had people cancel the middle of uncancellable moves (Ken s.RH) into supers when I activate through the move, but this is very random.

3 - Is it possible to do actual unblockables with Tanden? It appears she has CvS2 Sagat style unblockables, but it could be error on my opponents’ part. Seemingly, if they were not blocking low before the flash then a perfect activate, low Short is unblockable. You can guarantee this is true by doing QCB+Jab xx Tanden, but it seems too good to be true.

Basically, what are the actual nuts and bolts of how it works? (^.^)

Mike Z

Just checked this out in the emulator, so take the results as you will, but I’m pretty sure that no, Makoto does not get to do an unblockable by catching someone not blocking low. I did st.fp -> activate -> low short as soon as possible, with opponent blocking FP high, then switching to holding down back during the super flash. Low short was blocked. So no unblockables there. =(

87 frames after super flash is when movement is first allowed. HOWEVER, input is accepted before that, which means if you do the uppercut motion and hit jab on the first frame she can move, you get the uppercut, so maybe that has to do with why it seems to come out faster than it ought to. Opponent is first able to move 88 frames after super flash. So there’s an extremely slight difference, but I think it’s mostly just you perceiving things that way.

I’ll check if it’s possible to whiff a move through Tanden activation and still cancel it. If it’s possible to kara moves you shouldn’t be able to, I imagine cancelling things that Makoto blows through with her invulnerability would also be possible. And way easier to check for. =)

Another question.

Are “deep” jump-ins basically unpunishable when parried? (By deep, I mean kinda close to the ground.)

something COMPLETELY USELESS

you know how if you hit the same P and the same K at the same time in a non neutral position such as down, the P outproritizes the K?

in special moves, the K outprioritizes the P.

weird.

This has probably been asked already, but I didn’t see it in the op, but does the initial down or initial forward motion in a parry count toward a special move’s motion? For example, forward(parry) down, downforward for an shoryu?

Secondly, how much time do you have to perform a special move? A super move? (As in complete the input and press the final, activating button in the sequence.)

You can definitely do this but your parry is considered “sloppy” by the game. This means that your parry window will be shorter and I think you’ll get less frame advantage for it.

What decides whether you have trip guard after getting parried in the air?
How close you are to the ground?

I think that is all to do with the recovery of the move that got parried. too high and the guy in the air will recover before hitting the ground. However, if theyre far too low when parried, the move which the guy on the ground is doing will come out too slow, and the guy in the air recovers from everything and hence can block again.

A quick parry question. When I jump in on someone and expect an anti-air (say a shoryu), I would expect the exact time of the hit and tap forward once to parry it. However the opponent can hit the anti air late or early to throw off this timing. Is there a way where I can guarantee a parry if it’s a given he’s going to perform an anti-air?

On the other hand I have fought many people that can parry my attacks no matter how I time it. Is there a trick to this or do they happen to be extremely lucky? I tried tapping forward more than once but it’s not much of a success!

nope, parry requires timing, if they choose to vary it, you’re vulnerable. if you could always parry their AA jumps would be way way too good.

is there a limit to the number of guess parries i can input while in the air? someone told me it was two, i just want to confirm.

Forgive the ridiculous question, but I’ve never found out because I’ve never seen it described anywhere.

When people say “kara” in regards to a combo or move or otherwise, what does this mean? >_>

I’m not sure, but it means that you start a move and before it even hits, or before its animation even ends --> you do someting else.

Example with Gouki: f+Mp --> lp + lk very quicky, that’s a kara-throw; you kara’ed the f+mp into a throw, which enables to throw while moving forward.

Example with Ken, input an d+MK when doing the dragon punch (6,2+mk,3+lp quickly), the MK won’t hit, but Ken will move a little bit forward and perform the shoryu (pretty hard IMO), this is a kara shoryu (helps juggle most characters)

etc. etc. (kara palm, kara demon, kara sommersault, kara uoh etc.)

Cancelling a move on its very first frames by doing another move (special normal, special, super or throw).
Main purpose is to gain range…

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anyone have frames for GJ?

i guess i could figure them out with the arcade emulated version though right?

Yeah if you had a specific thing you needed to know you could test using an emulator, since most emulators let you pause and manually advance frame by frame (frame step).

But if you wanted a full data sheet, then good luck with that, lol.

well maybe I’ll make on, if someone i know has the emulator cause srk is the extent of my cpu ski77z