The System Mechanics Thread

It’s not a glitch. Most normal throws in the game knock down, and a teched one leaves both characters with no discernible frame advantage. The designers chose to let the opponent recover first after Makoto’s neutral throw instead of leaving them equal (perhaps as a gesture of goodwill after karakusa was invented). They compensated for that by giving her invincibility during that time. If it wasn’t so, it would be a free super or something else for whoever gets thrown, and that doesn’t make a lot of sense. And EX supers and other tools that let mid tier characters compete are a crock of shit, huh? :rofl:

In other news, it turns out that the partial standing frame on wakeup is forgone if a character has to face the other direction when they get up. So some high meaties become ineffective after ground crossups, etc. I figure that also explains why Urien’s s.MP could never be used as a guard break in unblockables.

Doesn’t sound plausible to me. Makoto is invincible for a while after you are able to block as long as you don’t input a direction or attack.

i have a question…after a block stun you can grab oponent all most
Instant??..i think you can’t becuase i test a set up in fba whit necro

i do next vs hugo …hugo are low guard in the corner
i do jab tornado hook (very close) and after this i do necro b.roundhouse kara throw but if i do this fast …necro throw miss after this miss whitout move mi stick i grab again (no kara) and this second throw hit hugo …i do a second test doing a gap after jab hook and b.roundhouse kara throw hit now …

the weird shit is …jab hook give you a frame advantage of +1 and kara throw have a strat up of (1 becuase you do a kara+2 because the throw strat up) is so weird becuase when throw try hit hugo …hugo aren’t in block stun anymore…but throw miss of course b.roundhouse kara throw isn’t out of range

help me

very helpful
thanks a lot

Are you sure that damage is reset? I’m pretty sure stun and the juggle count are reseted but not damage. So, I tested it out. I set it to Gouki vs Gouki in the PS2 version. Gouki’s SA1 damage when only the first hit of it is parried resulted in 40 points of damage. So, now I did a lk tatsu -> cl. lp reset -> SA1 (which first hit was parried). Now, the SA1 did only 29 points of damage even though you said damage was suppose to reset if a parry occured. Is this error of that the PS2 version is different than the arcade or what?

Also, isn’t the stun reseted when a reset occurs even if there isn’t a parry? This sorta explains Oro’s 100% stun EX SA3 combo on Chun, Q, Remy, and Elena. But I hadn’t experimented with this one yet so I’m just questioning.

By the way, good stuff you posted throughout this whole thread, Jinrai. I’m also an Oro player and you were one of my inspirations to make Oro my main. :]

It depends on health too. If you’re comparing two combos, make sure to start with the dummy at the same level in both situations.

When I tested it a while ago, damage wasn’t reset. If the person parries in the air and then gets hit afterward while still airborne, damage is scaled as if the entire thing were a combo, otherwise genei jin resets would be even more retarded. Juggle count and the amount of meter you get for landed hits are reset though. Not sure about stun right now. It’s weird that Jinrai had a specific example, so maybe there are exceptions for certain moves or supers?

On green and yellow health, there is the same damage output. I tested it when they were both at 100% health and health never dropped to the orange/red color.

But I main Oro and I definitely know the combo he is talking about, and when I tested it, it too had damage scaling into play even after a parry during the reset. And like I said before, I THINK stun is reseted even if there is not a parry but I wish to have a for-sure response to this.
Good point about meter being reset also. :]

Do multiple bonuses count? Ex: you do a taunt for defense bonus and then a taunt for offensive bonus. Does the offensive bonus cancel the defense bonus, or do you have both now?

How do you connect a leap attack to super? It comes out once in a while, but it’s normally blocked.

Doesn’t it deal with spacing? I think you have to be at a specific distance away from them.
I could be totally wrong though.

responding to an old ass post, but it is spacing, because of the timing.
with dud, if you short short it makes the correct distance to be able to link super whether theyre crouched or standing.

It’s also easier for certain crouching characters to get hit by UOH->Super even if they’re not in max range, such as Makoto and Chun.

Examples being it’s easier for Yun to hit UOH->cr.LK->f.HP on crouching Chun during Geneijin while you have to distance yourself a little on other characters(based on match vids and Pyrolee’s explanation), and I’ve seen an old FFA Ranbat vid of Ed Ma doing a semi-early UOH on crouching Makoto into SA3.

Question. If you parry Ken’s close HP and try to throw but he cancels into HP srk, you get hit since HP srk is unthrowable on the first frame. How come if Urien does c.HP x LP headbutt, you can parry the first hit of the c.HP and throw him even though the advantage on that parry is the same as against Ken (both are fierces, yielding +2)? Is LP headbutt not unthrowable on the first frame, or are there different rules at work here?

Hmm interesting…

Maybe someone should try super canceling it to see what happens.

I’ve heard that Alex’s b.HP can grab Urien out of the starting frames of EX Headbutt, so it probably doesn’t have throw invulnerability on the first couple frames.

… ex isn’t jab

Alex’s meaty b.hp grabs Urien out of all reversal headbutts: lp, mp, hp, ex.

Crouch Tech & Chain Combos

(c.lp + c.lk) = crouching jab comes out
c.lp x (c.lp + c.lk) = c.lp x2 for Ken
c.lp x (c.lp + c.lk) = c.lp for Urien

Characters that have a c.lp x2 chain but no c.lp x c.lk chain, such as Alex and Urien cannot do c.lp x (c.lp + c.lk) to get the chain to come out. But, characters that can chain their c.lps into their c.lks, such as Shotos can input that command and still get 2 c.lps to come out. Kind of weird if you think about it.

Jak’s idea gave the answer. c.HP x EX aegis can’t be thrown. Aegis starts up while the opponent is frozen in the first frame of the throw, then the aegis hits. LP headbutt is throwable on the first frame then. Looking at the frames of animation support that notion (but doesn’t prove anything, obviously).

Sucks for the Urien players who are used to saying it’s instantly unthrowable… including me.

I know, but since Gaijinblaze said that his LP headbutt got thrown, I figured they must have the same startup properties.