The System Mechanics Thread

Wow, that sounds difficult man. Good luck. Let me know when you find something.:tup:

It feels like even less than that. I dunno. just seems like I eat a lotta shit I thought i parried when i option select parry on the way up.

I recently noticed a weird property of Alex’s cr.hp (the two-hit shoulder hop): he cannot block high/mid attacks on his first “landing” frame, but he can block low attacks. In other words ken can punish this move with target chain but not with cr.mk. What would explain this, and have you noticed any other moves with this sort of property?

Can someone outline the mechanics behind jumping and parrying? I saw related questions, but how many times can you parry in the air, when can you begin parrying (after a jump), and a more general parrying question - say you mash down (over and over), when will it register as a parry and when will it not?

  1. Yes
  2. Unlimited times
  3. Anytime
  4. When the tap down is in the maximum range of parrying the hit

don’t listen to the above poster. here’s what’s up.

http://forums.shoryuken.com/showpost.php?p=2939098&postcount=32

That’s because c. MK comes out slower than s. MP. It has nothing to do with high or low.

When ken blocks alex’s cr.hp, you’re right; ken’s cr.mk isn’t fast enough to punish the recovery. But even when the cr.hp whiffs and ken has plenty of time to get the cr.mk out, alex can still block it. This is not the case with mp.

Can you overcharge while buffering? I’m trying to rapid fire LoV with Remy, and the thing is, once I get it going, I can’t seem to screw it up no matter what I do. I can even whiff multiple shit and walk in between and go right back to it, but the problem is getting it started. Like, either I get rapid fire going on the third LoV, or I don’t at all, and the times I do get it, I have no idea what I did differently – if anything.

I’m already using the :db::r::db: method. Whether the third LoV comes out or not seems totally random. I can charge it more or less, and it doesn’t seem to make a difference. Am I firing the first two off too quickly or something?

How early are you doing it? It has less recovery on whiff than on block.

Since alex is airborne during his cr.hp animation, I (ken) put the cr.mk out early enough that alex basically lands on it, and he can still block it low. I’ll test this further tonight and edit this post.

Edit: Indeed, alex can block low attacks immediately upon landing from cr.hp (i.e. he cannot be punished low after missing this move), but he can NOT block high/mid attacks on his first landing frame (i.e. he can be punished with a full combo starting high/mid)

This doesn’t make sense, and I wonder if any other moves have this property.

Question about SGGK. I know to do it you tap down release than input let’s say s. RH >LP+LK. My question about this is why does this work and where does the parry actually occur. To further elaborate I imagine what happens is that you tap down than when you go for the s. RH kara-throw the parry actually occurs before you tap s. RH and when you press s. RH it stores that input and executes as soon as you leave parry stun, but ignores the throw input after you leave parry stun since throw cannot cancel from s. RH. Where as if you waited till after parry stun and did the s. RH > throw you’d get a kara-throw. I know it’s fairly easy to go cr. MK > fireball after a parry within 16 frames and trying this out i’ve never had problems with the fireball coming out so I always figured it executed the next command just if it cannot cancel from the preceding move it was ignored.

Also exactly how fast does something have to go back to nuetral to be considered a clean parry rather than a sloppy parry.

You’re overthinking it. Having that information won’t help you play better anyway.
As for the clean parry, just tap forward as lightly and quickly as you can. Knowing whether it’s a difference of 1/60th of a second or 3/60ths of second or whatever isn’t going to make a difference.

lol, was asking about it going back to nuetral cuz I got a new stick but I noticed the spring was a bit weak and I noticed it seemed to be harder to parry in places when I went to stick and as from my experience on others sticks that reset to neutral faster than mine I was thinking I might need to get a tighter spring. Probably should anyways, but if it isn’t just a feel difference I’d make it a more urgent matter. That’s the only reason I asked the what’s the difference question. Makes it kinda hard to do stuff like air dash and dash sometimes when I get anxious and do my inputs faster though so probably should do it anyways.

Other was I was just curious how it worked cuz it seemed wierd to me that it does work, so while it doesn’t actually matter just interesting if how I think it works is how it does work.

Quick questions about parrying chun-li’s SA2. does anyone know how these two situation’s work?

I was practicing red parrying it, so what I was doing was holding crouch block and after the super flash(where the screen freezes for a split second) I quickly go to forward but instead of a red parry I got a blue?

I also noticed if you spam forward during the super “flash” it could also parry it even though it worked once out of ten times.

both of these times I wasnt point blank next to her I was at the default spots when the round starts.What I really want to know if it’s possible to parry point blank supers after the super freeze.Like when you press forward does the 1st frame after forward count as parry?If so wouldn’t that mean it’s possible parry any super at point blank range that has 2 frame start-up or more?

chun’s super can be parried after the flash, from any distance. It’s just that the timing is extremely strict (I feel that it’s stricter than red parrying, since I actually have easier time guarding the 1st hit and red parrying the next one) and on top of that the animation is deceiving since chun starts moving before the screen freeze has ended so you have to wait to tap forward, if you tap as soon as you see chun moving forward the input doesn’t register.

ken’s super can also be parried after the super flash but it’s even harder. On the first frame after the super freeze the stick has to be on neutral (or else it would work to have neutral before the flash and just hold forward)
So it means, with best execution: superfreeze ends (no input counts), 1st frame neutral, second frame forward, a move approaching at frame 3 gets parried.

So you have 1 single frame to parry 3 frames supers after the flash, and 2 frames to parry 4 frame supers (and so on)

What I find interesting is that you can tap forward right before the flash and get the parry when the flash ends even while blocking. That is, the stick is in the back position and you’ll still get the parry if you timed it right before the flash. Why is that?

Ok I was in the middle of a fight with makoto as yun and she grabbed me with the headbutt and I did his ex shoulder and I went DIRECTLY THROUGH HER!I shit u not,I went through…she was standing there,I was supposed to hit her,but instead ended up behind her.test it if u don’t believe me.Can someone explain this mechanic cuz I feel its as much a crock of shit as Ex super arts,unblockables and anything else that ridiculously abuses the games mechanics to create long winded combos and nearly unescapable loops for guaranteed damage
couOrocough**courien*

if you dont return your stick to neutral its just a much harder to time parry. you can press forward then jump if you want but the timing is really strict.

…that is old news, a ton of videos show off that feature/glitch.
Explanation? I dunno, seems like a design error to me tbh.

I figured it was old news its just that it was my honest to god 1st time ever seeing it and I was so thrown off by it that it cost me the fight I wouldve won otherwise.its fine,but since its old news I have 1 ques…
Are there other chars. That this happens with?