The System Mechanics Thread

Necro SA3 is definitely punishable on block (depending on character/meter/position). For example, Chun reversal SA2 will punish it easily, even from midscreen. In fact, almost all of Necro’s special moves can be punished on block by reversal SA, excluding jab tornado hook and maybe flying viper.

Shoto non-EX DPs are NOT invincible all the way to the first hit frame, so they can be beaten cleanly by well-timed meaties. EX DPs are invincible to the first hit, so they’ll beat meaties.

If they had invincibility frames wouldn’t you always trade? But shoryu will beat the meaty if it isn’t stuffed. So how can that be? Shoryu does have some kind of invincibility vs projectiles though I assume since if you shoryu someone doing hadouken the hadouken goes right through.

Unless of course there is a master list of ‘priority’ with shoryus being above all other normals/specials. That will always be hidden to us though. I’m not sure how that works.

Pardon. I saw you said ‘have enough’. But isn’t the longest srk startup like 3? So what they have…1 frame of invincibility? That seems a bit bizarre. I think it’s more probably that there is a function in the game that checks move to move where certain moves if they intersect at the exact same time will always lose. Therefore a meaty will always win unless mistimed. If it is mistimed the shoryu will always win since it is higher on whatever this list or what have you is.

Does this make any sense? According to ESN’s info, akuma’s fierce srk has 1 frame and ken’s ex also. ryu’s has 2 however which under your belief would mean what, the invincibility is 2 frames? if it was a straight 2 frames akuma’s strong srk would also be invincible. That also seems like kind of a stretch to me personally but who knows.

Does anyone have an absolute definitive answer to this or just a strong theory backed up by good evidence?

Edit: Sean isn’t even necessary to discuss since the startup is like 5 at the lowest which means even if there is a flat ‘srk invincibility’ stat it would be essentially undetectable because he’s so easy to meaty vs the others.

Essentially if you can for sure meaty Akuma’s fierce which has 1 frame startup then there is no invincibility stat across shotos equally. I don’t think anyone has an absolute answer for this. Pretty sure personal experience is going to make you think one way or the other.

I do not think this word means what you think it means.

I do not think you understand why I put it in quotes. I do in fact know what priority means. Here I am using priority as the word, not as the fighting game lingo. Hence the quotes.

Thanks for your worthless input.

My personal belief is that all the oddness simply comes from active frames, hitbox placement, recovery frames, etc. And that as I stated, personal experience is really the only thing determining why some people say one thing as opposed to the other.

To clarify for idiots. priority in this case **not **being a rough value given to moves because of a combination of timing, frames, hitboxes, etc. ‘priority’ as stated being when two moves intersect opposing hitboxes on the same frame what the system determines will happen depending on the moves used, ie: if a jab and an srk hit opposing vulnerable hitboxes at the exact same moment is either given preference by the system. I assume they will just trade and everything anyone says otherwise is just because of their own experience. However, if anyone has any actual definitive info on the subject with evidence, it would be cool to know.

How about mid-screen and is it punishable by Alex’s EX Shoulder? Thanks dude.

We need total ignore over here.

If what you say was true everyone would use akuma’s strong srk instead of fierce, but the fact is his strong version when compared to the fierce version just isn’t as good.

Unfortunatly there doesn’t seem to be any resource where I can get the frame data for invincibilty frames :confused: Also I honestly can’t remember if akumas fierce srk has ever been beat out for me either. I’ll try testing it with a few meaties though.

I guess it’s one of the last great unknowns of 3s, invincibility frames that is.

Thats why I was bringing up his strong vs his fierce. So obviously there isnt some flat invincibility effect on srk moves based on frames. From personal experience playing a friend who plays 90% Akuma I can say I’ve beaten shoryus but I’m not sure about fierce. Not off the top of my head. If I have Ialso can’t be sure he just didn’t goof that time or what.

My assumption has always been that only the EX srks have startup invincibility while all the others are just fast startup but can be beaten by a well placed/timed meaty. Since active frames don’t cover a move the entire time it is out usually; it’s very hard to tell since we’re talking about a few 60ths of a second but that is what my gut tells me.

The only non-EX SRKs that have some sort of invincibility are Ken’s, Ryu’s, and Akuma’s. Ryu’s SRKs only have upper-body invincibility so it’ll always lose to a low meaty or something that hits “deep” (e.g., Chun cl. RH, Dudley RH, Akuma cl. MK, etc). The same applies to Ken, except for his fierce SRK, which has full body invincibility. However, there are a few frames where he’s vulnerable between the time the invincibility ends and when the move hits. The same applies to some other EX DPs, most notably with Sean’s. All of Akuma’s DPs have full body invincibility. The LP version can actually be stuffed before the move hits; not sure about the other ones.

Training mode is there for a reason.

Akuma always felt different but that’s really interesting. It still doesn’t clarify with the strong srk but if we assume it’s 1 frame of full invincibility that would only make the fierce full invincible.

I knew there was some kind of invincibility since hadoukens just float through srk but I thought maybe it’s just vs projectiles or something of that sort. Unless that’s a different kind of invincibility.

Training mode is great yeah. I let my friend borrow my xbox anniversary edition so I have nothing at the moment otherwise I would have tried a few things. Thanks for that mgear, much appreciated info.

Not a mechanic per se but what is Yun’s health? I checked the Wiki and I think it was listed somewhere but I can’t find it. You could just list the health of all the cast. It seems like he has lower health in comparison to Ryu.

Taken from SRK’s 3rd Strike Wiki, main page. Search for “Stamina”.

[LIST]
[]1. 2050 - Q (with 3 taunts)
[
]2. 1870 - Hugo (with 4 taunts)
[]3. 1705 - Q (with 2 taunts)
[
]4. 1670 - Hugo (with 3 taunts)
[]5. 1535 - Hugo (with 2 taunts)
[
]6. 1400 - Q (with 1 taunt) / Hugo (with 1 taunt) / Chun-Li (with 1 “back stretch” or “shoulder tap” taunt)
[]7. 1385 - Hugo
[
]8. 1300 - Gill
[]9. 1285 - Urien
[
]10. 1200 - Alex / Q / Ryu / Ken / Dudley / Makoto
[]11. 1120 - Sean / Chun-Li / Oro / Elena / Necro / Remy
[
]12. 1050 - Twelve
[]13. 1035 - Ibuki
[
]14. 1020 - Yun / Yang
[*]15. 985 - Akuma
[/LIST]

I know it might seem irrelevant, but it’s important to me; exactly how many frames of game time are you allowed to move the stick back to neutral after pressing forward before a parry is considered sloppy?

How does MOV do back.mp into RH bird kick after red-parrying Gunfight’s super in this vid?

Is this some charge partitioning going on?

Right after the last parry, you can see he began to charge, then quiclky do back + Mp, then he probably complete the charge during the move and finally launch the bk.

Yun’s health is like, a LITTLE better than Ibuki’s (who is 2nd worst in game) iirc.

I’m probably the only one who cares, but for the record, you have to return the stick to neutral within 6 frames if you want a normal parry. Hold the stick longer than 6 frames forward or down, and the parrying window will close.

Thanks for posting your finding. I wasn’t quite sure what the timing was. It’s a useful bit of information.

how many frames do I have to high jump cancel a move? like a hjc of Qs cdb.

I’d like to say similar leniency as a kara cancelled normal, although this is a different case. And each character takes different frames to startup the superjump. With Q it takes 6, so no more than that. I’m guessing the first few frames so half that???

So then my question, are all normals kara’ed on the same frame or does it vary on the normal used? And which frame does it kara on?
Normals can kara into throws/specials/supers/uoh/taunt/superjump/ and i think into jump and dashes iirc, so Idk if that also makes a difference.