The System Mechanics Thread

Good stuff Jinrai.
But are you 100% sure about throws being 2 frames, I could of swore they came out in 3 frames

Yeah, that’s true. But you could look at it another way. If there is indeed a “no-throw” window similar to other SF games, you should be able to check it out?

Say, maybe, have Akuma do raging demon on someone as the get up, or after hitting them out of the air (any meaty demon setup) Now, if there is a no-throw window, should say, I dunno, Chun be able to do wake-up d.LP to hit him out of it during this no-throw window?

edit: although, who knows, maybe it’s like CFJ and the window is cancel when you attack, I dunno lol

LiSyaoran: Throws have 2 frames of startup, which means you’re grabbed on the 3rd frame. Anything that says 3 frames of startup is Dreamcast data, which adds one frame of startup to all moves.

I’m not sure about waking up, but characters can be thrown during prejump frames.

In training mode, set the dummy to jump (which I assume is the equivalent to just “holding up”). It’s tricky timing, but the dummy can be normal thrown, and command thrown.

I understand this. But if something actually hits on the 3rd frame, would that still indicate that its a 3 framer. Attacks that have a 3 frame start up hit on the third frame.
Like Ibukis C.Sht to C.Jab link. C.Sht has a +3 frame advantage, and C.Jab has a 3 frame startup. It hits on the third frame allowing this link to be possible.

Well, I guess I’m not sure then. The frame data site I go to says that her throw has 2 frames of startup and 1 “active” frame. It also says exactly what you’re saying about her low Short and low Jab.

I got another question, and seriously, how meny frames does it take to get to the center of a tootsie pop???

Depends on the strength of your lick, and how many you can link together

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throws have a 3 frame start up. do ken’s crouching mk xx shippu and parry the mk. ken cannot be thrown, but do any move with a 2 frame start up (such as Ryu’s EX srk or Hugo’s moonsault press) and ken will be hit/thrown before the shippu is activated.

Thats what I thought

It depends on what you mean when you say 2-frame startup. Does this mean that the attack hits on the 2nd frame? I think the convention is that the attack has 2 frames BEFORE it hits, then it hits on the 3rd frame. I remember reading in the CFJ guide that Zangief’s SPD has 0 frames of startup (instant). It wouldn’t make sense if the attack hit on the 0th frame. Obviously, it has 0 frames before it actually hits on the 1st frame. So let’s stick with that convention. So it stands that normal throws have 2 frames of startup and hit on the 3rd frame.

And sorry I haven’t updated in a while, but I WILL get to it.

Most if not all of the frame data that I have looked at have there frame data to mean that if its a 8 framer, it hits on the 8th frame… and the same for all frame data

Not tryin to jump off the subject about the mechanics. I would like to get to know the frame data in general and where I could find it. I read through this whole post and I want to get involved in it also.

Question about the parry system, how many frames does it take to input a red parry? and how to know when you can do it when the opponets is attacking you with multi-hit specails, links and projectiles?

Go to Training Mode, set Yun to jump in the corner, have Necro do Slam Dance(SA2) timed to catch Yun as he lands from his jump, easy eh? Now hit Yun with JP Spin fist, reset with jab, and try to catch Yun with the Slam Dance the same way, with Yun still set to jump. I haven’t been able to catch Yun with Slam Dance this way, and I’ve tried all different types of timings. Anyone can explain this?

The recovery from falling isn’t active in a reset.

This was my take on it in an Alex thread after someone asked if you could reset->hyperbomb:

I assume that holding up after being reset makes you immune from all grabs, including gigas. Anyone ever tried it with gigas specifically? Although Jinrai said that point blank demon beats a jump, I guess if you didn’t press up before it hit, you therefore weren’t in prejump when you were grabbed by it. Same goes for gigas; because it comes out so fast, if you’re not already in prejump when it starts, you’re getting grabbed.

If you hold up after being reset, you aren’t vulnerable to throws because immediately upon waking you enter your prejump frames; it’s like waking up regularly, where if you hold up while waking you can’t be thrown. The reason you can be grabbed upon landing from a jump is that you CAN be thrown during your postjump frames and while being on the ground, so when you do an antiair slam dance or gigas or c&db on someone who’s still holding up to jump again, you aren’t throwing them during their prejump frames but rather during their postjump frames.

On a similar subject; If I’m standing and my opponents jumps in with an attack, I block it and try to throw. Assuming I’m throwing as soon as possible, should they be able to jump out of the throw, or would they be forced to tech. it?

The only frame data I have does not list blocked advantage for jumpins at all :frowning:

It’s because it’s context sensitive… for example, Dudley’s j.RH can hit you really shallowly (on the top of your head), or deeply (on the knees). The block stun lasts the same amount, but the Dudley takes more time to land if you hit higher up. If he hits you deeply, then you probly won’t be able to grab them before they can do something else.

In addition, some jump-ins might push you too far back for you to grab them. In which case, you’ll whiff the throw and be left open.

What I’m trying to say is… jump in attacks can lead to different situations, depending on lots of factors. If you’re blocking a jump in, watch for tick throws and block for the most part. If you know they like to do certain attack strings, look for vulnerable spots in it and reversal them (eg. you block c.lk c.lk; reversal w/ mp or hp srk before the c.mk comes out).

what is the trick to red parrying?