Something i just noticed is that he moves forward (9px) a little bit on first frame. have no idea if it’s related though…
Same for Remy (15px) and Oro (1px).
cool thanks. yeah maybe one of those two explains it. I browsed the Twelve forum after asking, several people talked about how his throw seems good or fast or something. glad to know it isn’t just me.
now I’m trying to think back over all the Remys I’ve played against and remember if I felt I was eating throw all day against them as well.
it might because his throw starts low. If he’s walking over to you he’s in crouch so you don’t get the standing frame as indication like you would with all the other chars. Just a guess, though.
i always felt remy moved forward when he threw but never really checked. cause he leans sort of.
that would explain why his throwbox is so tiny but his actual throw range in game feels like ryu, who’s throwbox is like 3x as wide.
wait a second…I meant Twelve. Remy kinda pulls himself into the action, he’s so lazy. Walk forward stop then taunt is like he’s erect-ing.
Yes but Tebbo meant Remy,
So you covered it all,
you 12, crab walk horizontal
Teb Remy, posture walk vertical
except Oro is hiding in a cave with his 1 extra shameful. Better kara online and make a lot of noise, Kiai scream Kara throw.
I hear that HK SFX during Oro throw sometimes.
Crossing oro’s feet back and forth during KO slowdown time is also what I like to do.
you mean the shrimp kick.
CABARET KICK
Guys watching stream thought Adon had it for the SF4 finals, but his seems to be a 2-hitter, lamer, not as loud.
Shit no SFX voice phrase there at all on that smiley man.
Bump.
Thing is, if you get beat out by their attack you pop up a bit so you will generally land after they do meaning their low forward will undoubtedly beat your grab. That is, unless, they caught you from above and the pop up didn’t launch you high enough to give them some advantage. If you do land at the same time and your grab gets beat by a low forward-----------------------------------------------------------> ggpo.
Will the small throw invuln. on wakeup also apply after air to air reset to nuetral exchanges?
Same, coming up with less ideas on how you can land right next to eachother for throw range. They put you down on your jump ascent up so you don’t flip back over back to your side - but just come back down without any extra flip from getting hit, and they continue with their jump after the attack to land next to you?
More edit, spoiler for less ugly post[details=Spoiler]
- Seems you would land first, try your new situation for “meaty” there/
- Or learn them elenas jump attacks which get her to land first & be able to dash crossup/crossunder ambiguity
- Or just, scream shoryuken kick with Elena in those, don’t know what’s going on situations… Don’t do this one.[/details]
[media=youtube]CGdWhnTYukM[/media]
chinchin ho shii naa~
Hi ESN or anybody else I suppose
Does committing to an attack on ones wake up instantly end ones throw invulnerability?
Playing on OE I managed to karakusa Ken out of a wake-up reversal shippu and thinking game mechanics wise did not make since to me.
Supers can get grabbed it seems. I played Ken and threw Chun SA2 activate in reversal situation.
years ago on ps2 i used rapidfire to do wakeup c.lp on what should’ve been the first possible frame. i was able to karakusa him out of it a few times, but it wasn’t easy. actually, i did this because i wanted to see if wakeup immunity to throws was even a real thing, because at the time i didn’t think it was. maybe pressing something nullified it, or i did the test wrong.
Adding the 5 frame throw invul, explained from when you do nothing, to your choice to decide to Super Jinrai
-sounds like CvS2 roll cancelling, adding things to something that never had it. Like more than Free Option select, tough advantages.
But I don’t want to sound like I know whats up or any arguments, cool to talk it over until someone else has more tests and can confirm when they manage the time.
it’s because supers are only hit invulnerable. grabs aren’t not hits, they react to a different hitbox hence the invulnerability not applying to them.
I’m sure it’s possible to super jump cancel a super and not get grabbed but that’s not a real concern most of the time.
Ken can be grabbed out of super with a simple throw activated on the same frame as SA3.
http://baston.esn3s.com/hitboxesDisplay_spritesheet.php?iArticle=33
SA3 is 1 frame startup, throw is 2 but one of those 2 happens during first frame of superfreeze (), then second one happens on frame 1 of SA3 and then it’s SA3 first hit vs throw, throw wins.
() This seems to not be a consistent behavior 100% of the time. It’s probably related in some way to the superfreeze glitch (vs projectiles).
This is not really the same thing for Chun cause SA2 is slower and has no invulnerability at all to hits or throws, she just goes over things during superfreeze then got her hitboxes back and can even be caught a few frames before the end of superfreeze.
Anyway.
I never tested that throw inv thing before and I’d have thought attacks do end throw inv. Actually, they’re not.
This made me think about a test case which is perfect to see exactly during how many frames this inv. exists, using demon as throw. So obvious that i never thought using it before…
Also, reminds me a guy (Dy-Ergile) asked me if there ara some throw inv. frames after hitstun/blockstun, which i answered “no, never heard about” at first but then, tests also show those 6 frames inv., identical to wakeup ones…
Do you guys know about this?
http://baston.esn3s.com/hitboxesDisplay_spritesheet.php?iArticle=32
This shows those 6 frames in action, for wakeup and hit/blk stun. You may need to look to P2 data, parameter ‘attack’ to know when he’s able to do something after wakeup.
- frame ‘000’ to ‘019’: demon vs wakeup (no quick roll)
- frame ‘020’ to ‘059’: demon vs wakeup (no quick roll) and P2 doing ‘reversal’ close MP without getting caught
- frames ‘060’ to ‘092’: demon vs wakeup (quick roll)
- frames ‘093’ to ‘119’: demon vs hitstun, P2 wakeup ends at frame ‘105’
- frames ‘120’ to ‘143’: demon vs blockstun, P2 wakeup ends at frame ‘129’
- frames ‘144’ to ‘186’: demon vs hitstun, P2 doing ‘reversal’ close MP without getting caught
Dander > supers are as vulnerable as anything else, they just have a strong priority and quite often some full invulnerability. You can superjump cancel to SA2 with Chun but you’ll still be grabbed out of it if throw is correctly timed. SJC does not work the same as roll cancel in CVS2. Actually, beside being able to cancel a superjump to special/super, nothing really happens, your move will have its usual properties.
Thanks for the response ESN and everyone.
So it is related to the good old super freeze glitch huh? interesting
As for why I asked I knew alot of supers where throw-able out of there startup (ken sa3, dud sa 3, chun sa2, Q sa1 and sa2, yang sa2, and necro sa3 all come to mind) I just thought it was strange that I could grab a reversal shippu on wake-up although I never recall grabbing a wake-up reversal rh tatsu from Gouki even though it is throw-able on start-up.
As for the hit/block throw invulnerability thanks for confirming the length of throw invulnerability. I knew it existed but was not sure of its exact length.