The System Mechanics Thread

I tested it while standing (assigning LP/LK for both players to one button) and they tech 100% of the time while standing.

Another thing I found is that you can be grabbed at any time during your dash and you cannot tech it. Basically if you dash in, it’s a free grab for your opponent during your dash animation.

Cheers for clearing up the grab intersection, I was probably thinking of SF2.

If a dash is OTG it’ll probably make the grab whiff, so a dash should be a free grab only depending on the opponent’s dashes.

Edit: This page shows frame data for dashes if you’re interested. I think some command grabs ignore the OTG status of dashes though.

Yeah, you were.

Is it still a Link if the combo # doesn’t add together?

**
Example: ** Ryu’s Link - Forward+HP to Shin Shoryuken. You do Forward + HP (2 Hits) then link it into Shin Shoryuken (which does 4 hits.) You get a message saying 6 Hit Super Art Combo. Thats a Link! But what if you do Forward + HP, get a message that says 2 Hit Combo, but Ryu immediately it goes into Shin Shoryuken. It does not add the two attacks together and after the Shin Shoryuken is done, the message only says 4-hit Super Art Combo.

Is that still a Link? Even if the attacks dont combine to form a higher Combo number?

Nope

If you see the message “4 hits combo”, it’s either your opponent is stupid enough for not be on guard after the forward HP or it’s you who got punished for bad timing in the link.

I dont get it. In this video, [media=youtube]QK6yLsZxrnk[/media]

At 0:23 … how come after the Shin Shoryuken, Ryu can juggle the opponent with two jump kicks in the corner?

When I try it, the first jump kick registers. The next one just goes through them : (

The character getting juggled is stunned. Otherwise the kick would reset.

Close Standing HP question:

  1. Is Ryu’s cl.HP to Shoryuken a cancel or a link?

  2. Is Ryu’s cl.HP to Super a cancel or a link?

  3. Is Sean’s cl.HP to Shoryu a cancel or link?

Pretty sure all 3 are cancels.

A good hint is to ask yourself if you see the entire animation of the cl.Hp, including the part where it returns to neutral state.
If not, it’s a cancel…
Can be difficult to see sometimes, but not with your examples.

Thanks.

I could get it to work each time with crouch HP. But I couldn’t connect with standing close HP so thats why I asked if maybe it was a link.

They can be done - try double checking the precision and speed of your directional inputs. I remember having a hard time years ago doing those kind of cancels off of standing HP because I was trying to rotate the stick too fast. I had to slow down some and make sure I inputted the rotations accurately. That might not be your problem, but that was it for me.

I still cant do the standing version of HP to cancel into SRK.

But I opted out temporarily for cr. HP to SRK. I dont see the BIG difference. Standing HP might do more damage or stun, but I think its not that big of a difference.

Are you beginning the Shoryu motion before the HP hits?

Noob question alert:

I was wondering if there was any good defence options against blockstun>Grab (Tick throw?) like Makoto’s MP>Karakusa or Alex’s lk>Powerbomb, it seems after blocking the initial hit I’m destined to be grabbed :frowning:

Any anti-karakusa tips are much appreciated, that grab is rage inducing!

Jump up, jump away or jump over Makoto’s head if you’re in the corner. If they keep trying tick Karakusa every single time, parry to try and scare them from doing it next time.

Thanks for the tips aku. I take it that’s my only option coming out of block stun? Other than a fast frame startup SA? Gah I swear jumping doesn’t always work on some of these tick throws and setups. Thanks again.

It depends on the SA, because most of them can get thrown out of on startup, and Karakusa is REALLY fast for a command grab. Reversal Shoryu is an option, but it’s way riskier. If you’re facing a simple Makoto who just aims for Karakusa or tick-Karakusa, then you can just jump out.

There may be factors which make you unable to always jump out of tick throws though, like either jumping too late, or jumping out of crouching state.

Double post :confused: