The System Mechanics Thread

1 more then no more going off topic.

his best commentary ever, is not in anything new or having been on mics at all.

“He’s not even playing the same game we are…” - ultradavid, top rated comment
Komoda Blanka highlight youtube.

Confirming air parry in that situation. I do it with Yun and Makoto. First did it against on accident against Gil and tried to tell people but no one listened. I posted about it too, I’ll look for the post later.

You guys should just look for a bunch of my old posts from the vbulletin era. All this stuff is there.

ESN: can you please tell me or check to see if quick standing reduces throw invincibility on wake up? I have been told that instead of 6 frames it becomes like 3frames or so. thanks. Sorry if this has been answers here but im assuming not.

Nobody listens to anything even when you punch their face in.

Will it be before the SRK purge, and now links/searches are dead?

That’s a sad thing when you lose tons of cool info in server mergers.

I didn’t know there was a purge. My bads! Umm…ranked matches!

And a quick search around SRK for the thread
"rebuilding the database, update links if you find them" find some cool old threads,
I knew was around here before, can’t find that either.

6 frames in both cases.

Found something interesting during the test: during wakeup, character will lose his pushbox for one frame just before the hit-able/throw-able ones, which is probably the cause of the ground cross possibilities.

More interesting and directly related to this (initially asked by you too), Makoto will have 3 frames like this if she stay at neutral, making her totally invulnerable.
So, this means:

  • she can delay her real wakeup by 2 frames making some meaties useless (as shown in the link above)
  • by inputting forward or down a few frame before those 3 pre-wakeup frames, she should be able to do some stupid OS where she’ll either parry/do nothing (but still be invulnerable) during the two first frames of her wakeup. Pretty tight execution though…

But those 2 frames will not add to the 6 throw invincibility ones on wakeup (phew!).

thats pretty interesting. i know its not abusable but it makes me wonder what situations she would benefit from going to neutral for a little while.

also i swear i heard someone mention while commentating something about holding the stick back during karakusa that you draw the opponent closer to you during karakusa. that would be something interesting to myth-bust lol. might not make a huge difference but maybe its ideal to hold the stick back? thank you again for checking the throw invincibility frames during quick stand. i was under the impression if you wanted to guard jump or parry jump quick stand wasnt ideal.

also ryan and i noticed that there’s a difference in certain situations where if the opponent is guarding while standing or while crouching (joystick in 6 or joystick in 3) it makes a difference. i cant remember the exact situations where this would make a difference right now but i will let you know in the next couple days. thank you again

edit: i recently read on japanese website that yang and necro wake up quicker than they visually wake up. do you know anything about this? are there other characters? the website said that wake up throw or dageki (attack) is stronger with those characters.

Never heard about that karakusa thing, though if it’s true, opp will be closer for only a very few pixels as no one notice this before.

I also noticed for the crouching/standing hitboxes differences for throwable boxes here: The System Mechanics Thread
but you can see it also applies to other (dark blue ones in your case).
It’s only for a few pixels as well but it may be very important for spacing IMO.

I always have problems with Necro/Yang wakeup, and only them afaicr, trying to throw them too early but i thought it was just cause they wakeup faster.
http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?iChar=5&sMoveType=wakeUp
http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?iChar=10&sMoveType=wakeUp
Maybe you’re right, it’s not easy to say. Though, you can see Yun (iChar=3 in the previous urls) differences with Yang, where what you read is exactly what happens.

[media=youtube]jih1y6torwo[/media]

I take it this video is showing that Q is [ground] throw invulnerable when standing because he is actually considered airborne, like ESN said. Neat!

Question about punishing jump ins that you have parried: What governs whether or not you get a guaranteed punish from the ground? I would have assumed it’s just their height relative to the ground but there seems to be a lot of variance.

isn’t it just timing?

Wasn’t the rule for weather or not they got trip guard when they landed, weather or not they had recovered from the move? So if they did the move that got parried really high, they had a better chance of being able to block on landing? Or was it just guaranteed?

I think that’s part of it, but it’s usually better to do very late jump attacks as the person who’s parrying won’t be able to hit you before you touch the ground… in most cases anyways. If they parry a high jump in, throw techs tend to happen…

I was in training mode today, and noticed something. Before I start about what I noticed.It’s old news that if you hit a crouching opponent he eats more damage and more hit stun. I didn’t think about the block stun incase he/she blocked. So I tested and it does matter if you block low or high.
The blockstun on a blocking crouching opponent is more and you can escape some punishes on reversal, I tested some Yang stuff and they were same against some SA’s. Except that faggy Ken…

I believe only a couple characters take additional cr block stun (chun, Q and Ryu iirc)
ESN could probably confirm this

Pushback can vary depending on whether you cr or stand block something

EG
If Mak stand blocks all of ex MGB from dud she cannot punish with s. FP while if she cr blocked it she is left closer and can punish it with s fp on block.

Well I was testing with Yang’s EX mantis slash, only done once. Chun can’t punish while crouching with SAII, but she can while standing.

This is really inconsequential fluff, but What causes projectile Taunts to Whiff? The funny example here is Sean’s Basketball.

“Combo into it” makes him miss the pass.
crMK hit or blocked canceled recovery into the Taunt which is considered a “Special Move,”
-from properties allowing it to cancel from Normals, & does the 1 chip damage.

I threw everything at a Sean with Oro: MP fireball x Tengu 2 Punch activate

Spoiler

[media=youtube]LBw6oP7E1m8[/media]

Round 1
@60 gameclock

and it didn’t look like I hit the ball before it left his hands, also made him drop it. Does the same thing occur with Dudley’s Rose? His of course is fast enough to throw one, but the 1st one hasn’t left the screen yet so he gets a different animation on his hand, with no Rose projectile if you try it again too soon. Same thing for Sean, “Owai?”

Almost looks like the super flash just before the ball came to his hands made it slip through his fingers.

ESN’s site shows Twelve’s throw being the same as everyone else’s. 2f startup, 1f active, tons of recovery. Is there any evidence to suggest he has a better throw than the rest of the cast? I guess what I’m really asking is “why can I tech throws from everyone except Twelve and am I the only one with this problem?”

i think its just that his throw box is deceiving. based on his idle sprite and his walking sprite (since hes wide but low).