The System Mechanics Thread

when cpu twelve x-copies ken all he fucking does is fierce shoryu.
please go see for yourself its amazing.

So with meaty UOH on wake up there are a few timings that can work?

I recall in some MOV notes that you can hit them while you’re starting the UOH (can’t get it to work) and then towards the end of the UOH (use most often). The idea of getting a super or SRK off the early part of the UOH is pretty attractive since better players often SRK or parry the late meatys since you can see it coming for days.

Rowan you keep bringing up such interesting topics!

On that subject, I want to know if kara UOH is really necessary for connecting shoryu afterward against crouching chun, as thats what I’ve been lead to believe. I’ve noticed UOH combo into Gouki’s mk tatsu before that wasn’t meaty timed, and I definitely didn’t do kara UOH.

I’m almost certain there is no way to hit with the early frames of a uoh and still hit a combo.

I have never had a uoh parried on reaction, btw. At least not online. People tend to opt out of parrying and just jab or strong. I’m going to institute backwards karas like makotos standing roundhouse into my uohs as a wake up option. Pulls you out of grab range and jumps over non meaty lows.

I managed to use the backwards kara grab to force whiff grab and then punish their recovering grab with my 1 frame seichusen.

Twas the sickest thing ever.

Does anyone know if Uriens super is an exception to the rule of ā€œSupers cancel Akuma’s teleport.ā€

@ 23:28

Junin teleports out of the corner and Teihee responds with fireball xx reflector yet Junin still teleports away. I distinctly remember having trapped an Akuma using Uriens super so what gives? I think he could have done it a bit later to successfully keep him in place. Would somebody mind testing this for me?

You don’t have simulate the situation, a simple akuma teleport and activate super from anywhere will suffice.

I know for a fact if timed right aegis can still stop the teleport. seems hard to time since it doesnt happen often but its def happened to me before. sorry tho I’m unable to provide proof, no rig to test it on :frowning:

I don’t require proof, really. I was just trying to keep in tune with happenings around here. Your word is as good as gold to me for I respect you.

Hey John, I saw those nerves get the best of you on that video. All those jump ins! It’s not like you, man!

ha thank you thank you :china:

I dunno, I think I’ve been a choke artist for a while, and it really came out over there. It’s such a cliche, but I always feel pressure to impress the Japanese and naturally end up playing like shit because of it. Somewhere 5 Star is thinking ā€œI told you so.ā€ Also not enough Remy practice, we need iwst back lol

Don’t know if this site is well known but it’s an excellent resource if you know a little Japanese or can figure it out somehow.

http://gr.qee.jp/01_3rd/index.html

so I ran it through google translate and have been trying to make sense of what I can (pretty difficult!). on the character rank screen, it seems like it’s saying that Chun, Yun, Ken, Makoto, Yang, and Akuma are all around the same character strength and Dudley and Oro are after that. are Google Translate and I reading that correctly? it also says something about Chun and Makoto specifically but I can’t make sense of it.

I’ll take a look later and get back to you.

Yeah apparently Gouki is better than Dudley and Hugo is laughable…

Whats going on? :confused:

Tbh I wasn’t really recommending this site for the character strength opinion part, but more for the data/character specific stuff. :slight_smile:

Okay, Dudley needs to guess to catch a low forward or jump in. Gouki has reliable tools like the shotos (low forward) and he can jump in safely by switching up fireballs, demon flips and anything that Dudley has for jump ins.

Dudley is all jump in and parry, but mostly defensive pokes to keep out the competition.

If everyone can parry, you don’t take it into consideration.

And Hugo has nothing but ā€œsurprising attack[s] for a guy that sizeā€ considering that the fight doesn’t start at close range. I wouldn’t call it laughable, but more like in light of all the other characters’ options.

six juggle points
each attack has it’s own juggle point number
supers reset juggle points (I think on hit, but it could be oh whiff too. I remember that necro video where he whiffs grab super and combos).
If you use 6 one point attacks you can sneak in an extra hit or two by hitting them before they reach the apex of their bounce after hit.

dudleys cr rh is 1 point
strong, I think is like 3
fierce depletes it
toward roundhouse knocks down
standing roundhouse I think 2 or 3
toward strong I think 2
jabs and shorts are all 1
toward forward I think 2
standing forward 2

mgb 1 at the end, I don’t know how to combo if any of the pre-launchers hit
upper 4 I think
ducking attacks 6 unless only the last hit of the kick one hits. That lets you juggle again.

drinkg more

Teleport bug only happens after its ā€œstartupā€.

So once he actually starts moving?

Kinda, yes.
Game Restaurant (Ryan’s link is new version of it) says 13 frames.

So, kind of a system mechanics question in relation to quick rising:

After you throw a dude (and not a throw that sends them fullscreen like Dudley’s back throw or Shoto back throw) and it wasn’t in the corner. Do you dash in on them as they quick rise? I tend to dash and kara or block until a see a pattern emerge in a set and they punish me. Only other thing I do is walk in and try to Sweep them.