The System Mechanics Thread

Too vague a question it is character specific

If they quick rise you can be grabbed or shorted, usually.

I’ve checked the dudley thread for this
anyone done any testing on a dudley crossup? I think ive only seen it done in that kysg vid
any vids or in depth tutorial in txt would be nice from anyone who knows. thanks :slight_smile:

What sort of cross ups? He only has ground crossups


Ive seen a video too with information too, can’t recall where tho.

all of his air normals are too far from his pushbox, even roundhouse. Well, maybe roundhouse could work against hugo or alex but they’d have to have used some stupid ass normal on the ground and way far into dudley’s jump.

Please explain the dynamics of walking and parrying. I remember that to parry a fireball while walking you have to slide the stick from toward to down/toward then neutral and then parry. Any other ways to do it?

Also what about walking and doing a down parry? Can I just let go of toward and immediately go from neutral to down parry?

That’s not correct, well, to be more precise, you’re over complicating things with that method, or remembering it in reverse as that would only work for the method vvvv there. The way to go from walk to “instant” parry, ie, “bypass” the 20+ frame reparry window, you go from df, to towards. If you were to try that too quickly from db or d, you’ll dash most of the time what with the qcf (df) + N->F = Dash. From what I gather from videos, Kuroda does QCF walking all the time
 Sometimes he even holds towards way earlier than most people, so that he can walk->parry quicker (or maybe he qcf’d it), specifically things like tech throws, he’ll keep walking after then neutral-towards to catch highs
 /tangent

Regularly though, you just need to return from towards to neutral, then tap towards again. So long as you’ve been either holding towards for long enough, or you already used the parry window within that time, ex. walk forward, back then forward again, you’ll be able to “reparry” seemingly sooner because that first forward was the actual parry attempt according to the game, the second was within the non-parry window, so most likely by the time you return to neutral again, that window will have elapsed.

For walking down parry, you need to return to neutral before hand = ( Idk for sure about red parry in that case though, my tests on OE seemed like it was possible to attempt a high red parry then immediately going down resulted in a low red parry. Haven’t tested frame by frame via FBA yet though, so I can’t be certain I was in fact skipping neutral and going straight to down
 My gut says I wasn’t = /

I have one practical question and one stupid question.

Practical: Occasionally I will block a move or super as Oro, and try to punish with close standing mk xx command grab. Instead I get mk xx fireball because I have charge. Can I execute in such a way that I will always get mk xx grab? We can use something like a blocked SA3 from Dudley as the example.

The answer is probably to just do st. mk xx upper instead.

Stupid: Thinking about that video where Kuroda red parried Ryu’s SA1 into gigas as Hugo- Would it be possible to do the same with Q into SA1? If so, would the proper technique be a qcf with the forward input acting as the parry, then just finishing the super motion? I feel like practicing something silly.

Just make sure you’re doing the full HCB motion, in my attempts, I only got fireball once and I know I messed up and hit db+P instead of b+P. If you’re still having difficulties, try inputting twds+Forward, then finish the HCB+P. That way works for me 100%.

In the instance of Super Parry (or normal parry
)->Super, you actually do have a couple “options”. The one you suggested wouldn’t work for 2 reasons, 1. doing a HCF doesn’t register a parry attempt, and 2. After a parry you appear to only have one frame in which you’re previous inputs are stored, but because you would need a D and a DF+P, it wouldn’t be possible either way.

There are 2 ways to execute what you want:

  1. Buffer the Super, in this case with Q just QCFx2, hold back during the freeze and try inputting towards and all 3 punches at once, the super will come out 1 frame after the parry if executed correctly. Personally, when I’m screwing around with this mechanic, I choose to hold all 3 punches/kicks and negative edge them as I input towards
 The timing on this is also strict btw.

  2. Be fast, it’s very possible to fully input the super during the parry freeze, the timing is a tad strict, but it certainly is great practice for getting a clean, fast and reliable super input.

If you feel like acting like Kuroda, you could attempt the Red Parry->Gigas in the same manner as option 1. Parry the Shoryu (6) and input 24862, wait for the freeze, hold 4+ the 3 punches, Red Parry and release punches simultaneously and voila, you have yourself the fastest Red Parry Gigas possible = ) Note that this isn’t what Kuroda did in the DVD, he just spun the stick very quickly.

Also, Kuroda is a BOSS, he could have just Red Parried the second hit, regular parried the third, then Giga’d, Ryu still couldn’t escape = )

I really wish OE had input display.

Not fully completing the hcb is probably the culprit; I tend to do that a lot. I will try to practice just getting the super input in there between parries with Q. Faster, more accurate super inputs are one thing I need to work on.

Thanks!

Sorry but firsy you must be less shit at this game.

Oh my heart.

Get wreckt! Thst was a good one, btw. I cracked up uplaughing for at least a chuckles worth.

I was messing with Remy and his cl.lp > cl.lk target combo. It seems that when you hold back the lk doesn’t come out. I imagine it has something to do with charge but I’m curious why exactly it happens. Any insights?

A similar situation I can think of is the twins’ st. MP, st. HP, B+HP target combo. If you hold back during the first HP it won’t come out. I assume it’s just strict input for some target combos.

Update: Another example is Elena’s st. HP, st. HK target combo won’t work if you hold back during but Ryu’s will. Makoto’s st. LK, st. MK won’t work while holding back either. It just varies per character.

-Does anyone know how many frames there actually are for reversal window in this game? I can’t find it anywhere.

reversals are 1 frame afaik.
earliest possible frame or it isn’t a reversal.

Yeah even within the same character it varies. With Remy there is no problem holding back and doing his mk > hk target combo. Weird.
Hadn’t tested with anyone else but from what you say Darklight, seems like it wasn’t to do with the charge system after all.

Hey Chad, make sure you go to neutral before doing mk and then do half circle. I don’t want to beat the dead horse but that’s what the start up frames are for. Going to neutral.

Heres some parry info that im not sure has been posted here. If it has my bad.

The window of frames after inputting the parry for high parry, low parry, air parry, and anti air parry are as follows:

10/10/7/5

this is why parrying anti airs are more difficult. according to a 3rd bot on twitter, remys ăƒ«ă‚°ăƒŹ and Elena’s rhino horn are more difficult to parry because they are considered anti air parries (so 5 frame window of you landing the parry after the input)

The window for red parries are:
3 frames for normals
2 frames for specials/supers.

ć°ć°æ™‚é–“ (seal/stamp time) for the 4 types of parries (not including red parries). assuming this means time you have to input that parry attempt again? Someone please correct me if im wrong. these are the frame times:

23/23/20/18

The next part of this information confuses me. I’ll include it in my next post wether I’ve understood it or not. All info from game restaurant.

just really want to finally get the parry information from game restaurant in English lol

Maybe your wording was a little off or I’m not reading it right but the 23/23/20/18 is the cool down time after a failed parry attempt during which you cannot parry again.

Also I think this information is on the first page but seems like 1 frame has been added to all the values. Different frame counting method I assume.