I’d say on the first or 2nd frame, depending on the normal. Thongboy Bebop’s tutorial broke down the motion and they were for the most part on the 2nd frame.
About SGGK. Why don’t more people use this? It gets a rare mention here and it just seems like a powerful way to get your super out.
I know things like that are harder to do during a live match, but other than technical aspects (executing it in battle) why don’t they do it more often / why is it not talked about more often ?
I checked some things and found this, don’t know if it was known:
- the HCB shortcut (F, D, B) only works with Alex, Dudley, Elena, Ibuki, Hugo, Oro, Sean and the twins.
- chars not in the list above can actually do c&db/karakusa/etc from crouch state: hold df then d, db, b will work. Same for hold db, df, d, db, b. This won’t work for chars above (didn’t check this for all though).
- in any case, you cannot do a valid hc motion without the last Back/Forward input : df, d, db, b will work but not f, df, d, db. Same for the shortcut, F, D, DB or FD, D, B won’t work.
The most impressive thing i see, using the frame by frame input method, is still the Q’s kara SA2 with b.mp. Cornered Q can hit you even if you’re in the middle of the screen! It’s near the range of that crazy kara SA1 trick Mimora uses from time to time right in the beginning of a round.
wow that sounds dope. lol. if you have time, id love to see a vid of this!
It doesn’t really help most characters and most chuns in the US just learn to hit confirm and kara throw. Ryan might be able to give more insight on how important it is for chun’s game
Also, it’s an option select. All you can see is a throw, a throw tech or a parry followed with a normal (eventually cancelled to special/SA).
Top japanese players probably uses them a lot (pretty sure Rikimaru’s Chun abused it in a recent stream) but you can’t be sure of what happened, even with the Jiro demon which might be simply a successful parry and a true kara demon on reaction.
Ryan > i’ll try to record it tonight ^^
That sounds wesome ESN. There is always more to discover in 3S. Such weird special qualities. Like Alex’s jab, Q’s crouching throw whiff, etc.
chun li has the best and most useful sggk like agentz mentioned. sggk is a neat trick, but a lot of smart top players arent gonna be sticking out low jabs a lot vs a chun, especially when they realize the chun is fishing or going for sggk. plus theres ways to get out of the position as well, like jumping out.
Holy god, awesome find!
Sweet video ESN. Can you do this in realtime or so far just frame by frame? Also when you do frame by frame inputs do you just hold the direction during each frame or tap it or what exactly. Its sort of hard to judge the timing on stuff frame by frame but there’s a lot I want to try out.
What about Alex’s jab?
Realtime, you mean myself with only my little fingers and my stick? No, timing is definitely too tight for me.
I recorded with the shorter motion possible but you can add a little time before the last two inputs (b+mp, df+p) so I guess it make it a little bit more doable but still, it’s really really tight, and you can’t use some “easier motion mode”, like d, df, f, d, db, b+mp, df+p, cause you’ll end with a slap. So it’s really a “do this now or die” motion!
Anyway, i don’t think it’s really useful, maybe to punish some blocked pokes like max range sweep with shotos (yes it hits :d).
For the fr by fr input, just pause the game, hold any dir/button for P1/P2 you want, make the emulator advance by one single frame with F1 or F4 (depends if you’re on fba-rr or fba shuffle or any other version), release, hold another dir/buttons, F1/F4, etc…
Yeah, it can be very tricky to find when to input precisely the commands. I use lua scripts to display info on screen to make it easier to know, like players state, being hit, currently attack, active throw, etc…
(screenshot)
Another great way is to use Dammit lua script, MacroLua, with fba-rr and just learn how to write macros. Can be also tricky but it allows a more user friendly approach. Also, once a macro is written, you can play it as many times as you want of course!
dope
Man, punishing Akuma’s c.rh with kara SA2 would be sick
What is the timing for parrying meaties? Same timing as reversals, or do you get to input the parry 6f before the meaty connects?
Meaty or not, it’s the same mechanism involved.
Quick question on the D.E.D OS: Okay so you get more meter if the move you’re gonna cancel from hits (giving you the super) and less meter if it’s blocked (not giving you enough meter so the super wont come out), but what if the move is parried? Does that count as the move being a hit, block, or is it an entirely different distribution of meter? I’m asking because certain supers can still come out quickly enough to beat certain punish attempts (so the opponent can still get blown up if he makes the wrong choice after parrying), but if I don’t get the meter then I’ll just get punished.
It doesn’t count as a hit, so the Super won’t be able to come out anyway as you didn’t accumulate enough meter for it to come out. DED requires the meter be filled from that deciding hit in order for the Super to come out; if the move is blocked or parried then the meter won’t get filled. So basically yeah, you’ll get punished for it since you’re counting on having the move hit or be blocked. DED isn’t completely without its flaws.
For Ryu why does his easy kara UOH work? You tap forward and press MK + MP and it karas on it’s own. You’d think it was f.MP, then quickly MK + MP. But for some reason it karas automatically… why does that happen? The latency of input that causes them to happen at the same time?