The System Mechanics Thread

Damage is scaled depending on how much life the opponent has. When the opponent is low on life, their defense gets boosted and your moves will do less damage.

No, throws will not catch you on your jump startup. Certain super throws at close range like Hugo’s Gigas and Akuma’s Demon will only catch you if you weren’t already holding up before the super freeze.

escobuu: When you stun an opponent, his/her hitstun is lengthened by exactly 1 frame. That’s the frame Ryu needs to get the combo.

About red parries: I’ve heard this and ma have experienced it myself. To red parry you first have to go neutral for a split second before hitting forward. You can’t just go from back to forward with out a little pause. Is this correct?

About Judgment/letter grades: I have a feeling that the game takes into consideration the amount of moves whiffed to the amount of moves hit. Reasoning: I get better grades with Dudley and makoto more than anyone, and I think it’s because they don’t have projectiles, which are often jumped or parried. That would make sense for sean and chun too.

Alex and Necro’s command throws have long enough startup that a standing opponent can jump out if they hold up when they see the superfreeze. Hugo’s can’t be jumped on reaction because it has a shorter startup time. If they start the jump before the super freeze they can escape.

uh, sorry if this has been asked before, but…

how many total points of health do characters have? I heard 143 points, but i could be wrong…

Every chara in the game has 161 hp.

Ok I have a question sorry if this isn’t realted. But how come I can’t Meaty ORO wake EX Oni Yanma? Also are there different timings to late tech grabs? Or are they all the same timing?

Can someone shed some light on red parrying for me? Ive been trying to red parry Dudley’s last blow of EX MGB for the past hour with hugo and go into a giga’s breaker.

Can I get a mechanics breakdown on this? I know ur suppose to press forward during block stun but what is the timing for it, just help shed some light for me so I may master the red parry, its too important not to be able to do

50-50 trap: Oro’s oni yanma is one of the most invincible anti-air/ wake ups in the game. I stongly doubt you can get a meaty mp. or kara grab on him.

GrayHat: the trick for red parrying is to put the controller in neutral and tap forward. The system for red parrying is that there is a very small window to activate the red parry and the timing is strict depending on your opponets move, special or super.

the only time i red parry when my opponets is trying to chip me to death. so i don’t use it that much but its good to pratice it. so let me know how your training went.

Ok thanx for the info on ORO oni yama, but what about the late cancel question. See post above.

Oro’s EX uppercut, like Ryu’s EX, Ken’s Fierce/EX, and all of Akuma’s, has a number of “invincible” frames (they still get stuffed by Super Art hits like Genei Jin and Tengu Stone). However, there is exactly 1 frame where you can grab Oro out of his EX Uppercut. It’s almost impossible in a real match except against Akuma’s Demon. Even then, Oro can hit Akuma out of the Demon if both moves are done within 1 or 2 frames of each other or if Akuma’s invincibility runs out first.

I made a video of Makoto grabbing Oro out of his EX with her Karakusa a long time ago. It’s easy to do againt Oro’s normal uppercuts, but as I said, it’s 1 frame against the EX and she has to do it outside of his hitting range or else she’ll be hit before that frame comes.

I see. Jinrai can you help me out, and maybe shed some light on, does everybodies throw require different timing to late tech?

Tech throw windows are universal, at least for normal throw vs normal throw. I believe the window is 5 frames or so.

Quick question: If a Ken say, parried an attack (tapping toward), and followed up with a QCF + P motion, what would come out, a Shoryu or a Hado?

Then, if a Hado, would you have to repeat the toward motion once again and then go into QCF + P?

If you want to throw a shoryuken after a parry you must tap toward ance again after your parry and then finish the shoryu motion.

Ok I have a question about the clean and sloppy parries. Is there anyway to visibly see them. For instance I notice sometime it seems like the character sprites flash a dark noticable blue is this a sloppy or a clean parry? Then sometimes I notice a very short light blue flash is this a clean parry? Or am I just crazy…wait don’t answer that crazy part.

There is no visible difference between sloppy and clean parries. You’ll know if you went for the parry at the right time, but got hit.

About the juggles… do the super arts add juggle points? I’m asking basically about urien’s aegis reflector. When I do the combo c.hp->tackle->sphere->tackle->aegis->kneedrop to put them into the aegis… sometimes the kneedrop hit them, and sometimes not. Before the aegis, there is 5 juggle point… and aegis should be the 6th… but, it doesn’t count?

you have to do the kneedrop as they start to fall down, otherwise it will hit.

i think it has to do with a glitch that makes it possible to get an extra hit in while they are flying up from the last one

It’s not a glitch, it’s a feature. You can exceed the 6-point limit if the opponent is hit on the way up.

Some supers reset the juggle count such as Ryu’s Shinkuu, Yun’s Genei Jin, and Oro’s EX Tengu Stone. Other supers don’t, such as Q’s Deadly Double Combo, Urien’s Aegis, and Oro’s normal Tengu Stone.

Sorry if this is a dumb question. How is frame data useful?