Whoa cool info. Explains why cbk is weird for people and requires pretty tight timing, so if its well spaced most just opt to block.
Sorry if this has already been mentioned!
Messing about in Training mode and it seems everyones wake up time is roughly the same (or maybe exactly) apart from Makoto and Urien (slower) and 12 (much faster) looked at frame data and it seems to contradict this totally (unless iâm misreading it) can someone shed some light?
It could be that there are different knockdown lengths depending on how you were knocked down. there could be inconsistency in the data on ESNâs site too.
also how it looks visually in real time and how the game sees things arenât the same. so you may feel a character is done standing when they arenât or vice versa.
for example visually, twelve is down for 40 from being in knockdown to eventually moving to get up. urien is down for 53. it takes 20 for twelve to get up and 23 for urien to get up.
similarly makoto is down for 49 and takes 22 to stand up.
so overall urien is slower but the big difference is in how long he stays down which i think really makes it stand out visually. 13 frames is around 33% of twelveâs time from knockdown. thatâs considerable and definitely something youâd notice. but otherwise itâs mostly a matter of 5-10 frames here or there which i donât think often makes a huge difference when waiting to see whatâs going to happen so it wouldnât be surprising if it didnât feel that different (which it usually doesnât in my experience).
Have you ever thought that maybe itâs just you that sucks at english and not everyone else?OMG I SWEAR ITS SO DIFFICULT WITH YOU SOMETIMES

âĺ°ĺ°ćé (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:â
I understood what he meant but it was unclear at first. Seemed like he was identifying a period in which another parry could be had but obviously that doesnât make sense. Saying âassuming this means time you have until you can input that parry attempt again,â would make more sense for the intended meaning.
@Dander , anyway why you trying to pick on my English when Mr. YoYo has pooped on yours before!? I was just adding clarity to a statement.
Pictures with misspelled words and extra long chins are trouble! Habit forming even!! Stop rabble rousing you!!!
Just fucking call it parry recovery, goddammit
OK basically i wasnt going by visuals, i was testing out a safe jump setup after Corkscrew (thanks Yuuki) which is f+mk, super jump HK. This pretty much works on all the cast apart from Urien/Makoto (wake up too slow) 12 (wakeup too quickly) and Q (seems to wake up at the right time but i jump straight over him) so yeah
I think characters fall at different rates (Alex?) and just move in reaction to knockdowns a bit differently. Which means theyâd start their wakeup at different times. Youâd really have to analyze the whole sequence step by step to see whatâs going on I think. Lots of moving parts in this specific situation.
There are two different fall downs/wakeups at least I know for sure.
One is big, from supers and specials that knockdown i think.
It also seems to depend on how they were hit a bit more. Like with Ryu vs Makoto. If you do shoryu to her, she will fall flat onto her chest. If you do tatsu she will twirl and bounce. If you do both of those to Chun she will do her exaggerated bouncing fall, if you sweep her she will do a ânormalâ fall. If you sweep makoto she will do the normal fall onto her chest with no flopping around.
But just looking at them (Iâm playing at like 40% normal speed watching and comparing) they look right for the âbigâ knockdowns which a super would be. It could just be that some characters treat some moves differently. Not really sure. But that + how quickly they land from the move would definitely change things significantly.
First time Iâve readily agreed with one of your lengthier posts. Other times I think youâre over-complicating it unnecessarily.
Either which way, Iâm da bess.
You sure it works on twins and dud? id imagine they get up too fast so you wouldnât bother wiffing the toward mk. I havenât tested it but itâs more useful obviously against characters that do reversal moves on wake up like shotos.
Against other characters like Urien you could probably wiff a different normal? I dunno I donât have OE to test right now.
Edit: you mentioned twelve. Kinetix once told me that for some reason you cannot Meaty rose twelve after cork in the corner. not sure if it was a training mode glitch or in a regular game too. This shouldnât even be the case cause I donât think he has the quickest wake up in the game?
I was gonna mention that video Kinetix posted. Always wondered whatâs up with that.
Yeah thatâs like the same style knockdown as from a sweep, not what a super usually does which is much more exaggerated (legs over head big bounce/bend).
12 most definetly has the quickest wake up in the game, i know this because my friend mains 12 and heâs constantly back dashing out of wake up pressure or throwing me on wakeup because iâm timing meaties too late D: (also he says himself that itâs faster than usual)
@ Yuuki it works on the majority of the cast (wether its super meaty or not is a different question, but itâs more or less meaty) apart from 12, Urien, Makoto and Q. yeah itâs more useful against reversals, but itâs also pretty good to time/space meaty empty jump from mid screen
^ Thatâs what makes Twelve so gdlk online.
twelve does have a fast wakeup but so does dudley, yun and yang.
youâre confusing wakeup animation with everything else thatâs part of knockdown. and since we only have data on hard slam type knockdownsâŚ
the data isnât wrong. youâre just looking at a portion of possibly relevant data and using it incorrectly.
twelveâs backdash is also pretty much the best backdash in the game. has nothing to do with his wakeup. if on his wakeup you timed a throw like you would for ken/ryu you would whiff vs twelve.
go watch all of that guys videos. youâll see the corkscrew videos are consistently weird, he has to pretty much throw a rose immediately. he also has rocket upper videos same situation, but in those he has plenty of time for a number of reasons, including the characters having a different knockdown animation.
so what we can say is twelveâs sweep type knockdown animation is maybe the fastest in the game. his slam type knockdown is not though, but youâre not seeing it in that video because corkscrew doesnât use that knockdown.
and that info is all thatâs on ESNâs site, slam type knockdown wakeup.
Smells like Turkey
Doesnât Necro also have a faster than usual wake-up?
The only data available is for slam type knockdowns. of that type of knockdown, the fastest are dudley, yang, twelve and necro.
^ Hence Artayesâ style wakeup throw/electricity yomi.