that sounds interesting. so say you’re playing against Makoto and you guard jump. if she expects it I assume she can low short you to keep you on the ground, then get the hayate and SA1 if she’s playing that super. that’s how it works, right? and presumably Chun and the shotos can low forward you with the appropriate super in the same situation if they time it right and know what you’re going to do.
if you get hit during a jump on wakeup, you pop up and get reset…the hayate/supers would whiff
if the hayate hits you in the prejump frames, you’ll be stuck on the ground. and you’ll be crouching for added damage unless you’re yun or yang.
Oops. This post reminded me you asked the same question to me before. I started to reply you but couldn’t finish. Then it totally slipped my mind until now. Sorry dude.
i like seeing my name in the credits
It’s cool.
@ESN , or anybody…
After a Karakusa, if you remain neutral and delay a hit, you move backwards, but if you were to hold back (for example) and delay the hit, you only move backwards like 2 pixels. This can cause certain combos not to connect, like neutral delayed st.Strong->st.Short (depends on character). I ask because I toyed around with Karakusa-> (held direction) delayed Fierce-> RH SA2 on Chun before the finding the double Fukiage, but the combo doesn’t work at certain distances if you aren’t neutral before the Fierce. I doubt this is of any use really, just curious.
Does this have the same properties as t.Fierce in GJ?
BTW, there are some really gimmicky setups that only work on certain characters if you remain neutral.
$10 on flannel!
$15 on beanie
I think this is how you bet roullette, you get your x3 winnings to cover that you bet 2 times & win like 1 bet total unless those 0:00 assholes comeup… I shouldn’t gamble, ever.
Spoiler
It was pretty tight that automated one @ imperial palace kept giving back my money because I didn’t bet enough if I even bet in time. Thought I was winning even… :[
Touch screen so slow, those things are wack.
& then you gals show up wearing the same dress as your rival. “You… bitch!” how dare you, etc.
…
“Shaka-netz,” Ryu hoops too. On that NBA jam bootleg thing machine from Japanz behind P2.
I used to live in Colorado Springs. It was awesome. Very liberal despite the huge amount of churches. Being an hour away from Denver was nice but it would always take about 2 hours because of traffic. When I was there pot was legalized (like an ounce) in Denver only but I’m no pothead so never really took advantage of it. The weather in Colorado was great too, a little wacky but rarely ever went to 20 degrees. It also had low taxes and you didn’t have to get your car inspected every year. Upstate NY sucks.
Q1: If Hugo 360s while Ibuki while she’s dashing through him and 360s, it always whiffs. If he 720s it always connects. At least, based on my time in training mode. Why is this?
Q2: The other day I anti-aired someone with only one hit of Ibuki’s close roundhouse and it caused them to reset. Every time I try in training mode, I cannot get cl. RH AA to reset, what are the conditions?
1/ you should be able to grab her, with 360/720/throw/meatsquasher.
Do you remember anything about them being in the air before your hit? Maybe a Demon Flip without choosing the secondary move or perhaps something else?
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If Ibuki’s sprite is hovering over the front half of your sprite, you’ll grab. Otherwise, you’ll whiff. It’s likely you’re just mistiming your attack or that ibuki is baiting your grab with a “frame trap”. Maybe safe dashing is more precise.
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You may have with the back of the hitbox or below the knee once she was already extending her leg. I don’t know exactly but I think I recall her top hit box during AA being the knockdown state one and her bending knee hitbox during AA being the regular hit one. When you hit them off the ground with it, I think it’s still the bending knee one that lifts them and thus sends them into the extended hitbox by privilege of the “Apex rule”. Which is that you can combo after any attack, whether it be a juggle or regular attack, due to some quirk the game has regarding when your hitbox actually disappears. To put it into perspective, check the Akuma tatsu juggles. Notice how after the initial lk tatsu most Akuma’s will jab then quickly cancel into hk tatsu or hp srk. It’s that same idea. Akuma jab should reset but due to this “apex rule” you can quickly cancel and still manage to hit. Air reset to Super is different, though.
same
lenin: i might be down for ffa this weekend.
That makes sense, though it’s just weird that I got 360 to whiff literally every single time (while Ibuki was in the middle of her dash, not counting when she was stopped) but I couldn’t get gigas to whiff at all. Also it’s strange that Ibuki’s dash isn’t actually off the ground like I assumed.
Haha, of course. The hit that connected must’ve been the first one in the move. That possibility didn’t even cross my mind.
gogogogo FRIDAY
Ibuki’s hurtbox is off the ground, so she can dash over cr. shorts and such, but her grab box is still grounded.
I think maybe the gigas not whiffing has something to do with the super flash itself and how it places the characters again to make sure it has everything right. I think, btw, this is just experience so I could certainly be wrong. It might also be due to your character simply not turning around on time. Like, you press grab when you see her at the middle point but inherent input lag, I believe it’s 2 on arc, and then tacking on OE lag (+3 or so) might make the timings different than what would make sense.
Ex: Ibuki = ------- , Hugo = ~~~~~~~
Let’s assume our chars are always facing one other
Let’s also assume Ibuki’s grabbable box is within the 6 front marks there.
Let’s say Hugo’s grabbing is also within the front four and 3 beyond that.
Let’s say combat moves 1 pixel distance, or one marker, per frame unless otherwise stated.
So if you were holding forward you’d move 1 pixel for every frame of animation.
Start!
…~~~~~~~…-------…
Ibuki’s dash starts and moves rather quickly but slowly comes to a halt so, for the sake of argument I’ll say her dash moves for like 15 frames. They are f1 f2 f3 f4 f5 f6 f7 f8 f9 f10 f11 f12 f13 f14 f15, and at each f we have a value representing the number of pixels she moves during that frame 1 being the slowest. We map it out as such:
f1 f2 f3 f4 f5 f6 f7 f8 f9 f10 f11 f12 f13 f14 f15
1 1 1 1 1 1 1 1 1 2 3 3 3 2 1
total pixels moved 23
Ibuki’s Sprite takes up 7 pixels, as does Hugo’s. And between there is a space of 5 pixels.
…~~~~~~~…-------…
if you were to dash from here with Ibuki (pictured right), assuming nothing goes wrong and you dash from the spot you stand, you would end up like this:
Here they are still far away, he could just be getting up, or she could just be trying to surprise cross up
01…~~~~~~~…-------…
going… ( Arc) f3, result = whiff OE) f5, result = grab )
02…~~~~~~~…-------…
going…* ( Arc) f4, result = grab OE) f6, result = grab )
03…~~~~~~~…-------…
going… (by now she is grabbable, let’s call it point g. If you were to press grab at point g here, the actual grabbing would occur at Arc) f5 result = grab OE) f7 because grabs take two frames to start up result = grab
04…~~~~~~~.-------…
going… ( g point here at Arc) f6 result = grab ; OE) f8 result = grab )
05…~~~~~~~-------…
going… ( g point here at Arc) f7 result = grab OE) f9 result = grab )
06…~~~~~~-------…
going… ( g point here at Arc) f8 result = grab OE) f10 result = grab )
07…~~~~~-------…
going… ( g point here at Arc) f9 result = grab OE) f11 result = whiff )
08…~~~~-------…
going… ( g point here at Arc) f10 result = grab OE) f12 result = grab** )
09…~~~-------…
going… ( g point here at Arc) f11 result = grab** OE) f14 result = whiff )
10…~-------…
going… ( g point here at Arc) f12 result = grab OE) f17 result = whiff )
11…-------~~~~…
going… ( g point here at Arc) f13 result = whiff OE) f20 result = whiff )
12…-------~~~~~~~…
going… ( g point here at Arc) f14 result = whiff OE) f23 result = whiff )
13…-------…~~~~~~~…
going… ( g point here at Arc) f15 result = whiff OE) f25 result = whiff )
14…-------…~~~~~~~…
going… ( g point here at Arc) f16 result = whiff OE) f27 result = whiff )
15…-------…~~~~~~~…
.
.
.
etc.
** = beacuse Hugo turns around by this time.
Nitpick at my math, I don’t care. What I’m trying to show you here isn’t that I know the frame counts it’s that Hugo’s grabs, including super, probably, apply the correctStance() routine at the first frame of the grab and don’t correct themselves, excluding super, causing whiffs. Super is only able to “correct” itself because it is super and has that super flash screen freeze.
Edit: add 2 to all of my numbers and just imagine the 7 pixels that you aren’t looking at the cropped screen but rather the full extent of the level. I forgot to include input lag that of which I’m starting to think doesn’t exist in 3s. I don’t know, when I look at it as numbers and shit, the feeling and the experience just don’t add up.
lol if you scroll down the page and focus on only the Ibuki, it really kinda does look like she’s dashing.
when you land from an empty demon flip, can you block like you can from landing from an empty jump? like say you demon flip out the corner vs ken, you land an empty flip, but fall onto kens cmk, are you able to block? it seems like it but I dont know if my opponent is just too slow