The System Mechanics Thread

can someone explain to me how I actually quick stand/quick roll? I think quick rolling is just tapping down after you get knocked down, right?

parry the ground

Sloppy parrying is pressing forward to parry and not returning the stick/pad to neutral after the fact (imagine trying to walk up directly after a parry). Sloppy parrying takes more frames to recover from (thus earning it the “sloppy” title).

Clean parrying is returning the stick to neutral, and is most ideal (I would think).

Haha

[ONE1111(-e^(PI*i))1111!!!THIS IS TEH FILLER1111!!!111GOD DAMN WHY WONT IT STOP TELLING ME MY MESSAGE ISNT LONG ENOUGH!!!1111111111111111]

can i throw someone after i parry hp, when they do hp hp shoryuken or must pary whole thingy? I cant throw em in practice! but accordin to first page of that thraed i can!:confused:

I guess you can if you’re fast enough. The HP has recovery after you’ve parried it. I guess sloppy-parrying might come into play here. As explained a few posts above.

What’s the situation on parrying SA’s in advance? I recall reading Daigo had to input Forward before Chun Li actually started blazing forward in that famous match with Justin Wong. So if Chun Li stands right next to you and does SA2/3/1/anyone with whatever, you have to press forward before actually seeing there’s an SA coming?

If there’s a fireball of some sort, or an Aegis shield behind you, and somehow get pressed backwards, or the fireball is moving closer (like Oro’s EX fireball), you still have to parry by pressing forward, towards your opponent, or in the direction the fireball is?

You can parry at any time, except for jump start-up? Jumps have no recovery, as you can jump and block low attacks upon landing, correct?

When you press forward, for how long is the parry window open? What about red parrying? A somewhat accurate estimate in milliseconds would be useful.

Also, as I’ve understood, if there are two attacks coming close enough to each other, they will be parried by the same input. Anyone know how close, in milliseconds, they have to be, in order to be parried at the same time?

Does it matter? It’s more about experience than anything else, the more experienced you are with and against characters and the game engine itself, the more intuitive things become. You end up ‘seeing’ that you can parry those two moves with one parry, that this move will combo after a counterhit, etc etc…

Frame data tells you what can be done on paper, but game experience tells you what you the player could possibly do in a situation. Like you can read “Chun has frame advantage after blocked sweep” But you would’ve known that if you were playing against a decent Chun player and paying attention, or even if you were experimenting with the characters by yourself.

sure, if you want to experiment with the advantage/disadvantage of every possible move for your character, and know what you can and cant punish vs every character in the game through trial and error, as well as ensuring that you executed at 100% accuracy to know things you needed reversal or one frame timing for, you would know through experimentation and experience.

for those of us without a year to spare, frame data is pretty useful

Yeah, this thread is here for technical data and to answer specific mechanics questions. There’s dozens of other threads for non-technical info and stuff.

Sorry, Mariodood. I haven’t checked this thread since my last post. My Oro is only average, by the way.

To find out more about sloppy parries, go back in the thread to my posts. Long story short, sloppy parries have smaller windows than normal parries.

i have a question…

what is the frame advantage of tech a throw??..
i think when you tech a throw you have a small frame disadvatage…(like a 1-2 frames)
see this
[media=youtube]xdVlBKSuiZQ[/media]
T=43 s

please help me

In that video the Yun player did the Gen’ei Jin (SA.3) late. It wasn’t a reversal. He could have done it sooner, but he didn’t.

i just read through every page of this thread and was hoping to confirm regarding the quote below:

does this mean i can charge 39 frames, dash, charge another 39 frames (adding to the previous partition), and still get the headbutt? from the logic it is, but it seems harder in practice.

also, would it be possible to get the source to this info? it’d be nice to see what else is in there.

Yes.

I don’t have the source anymore, but the page I got the information from was exclusively about charge partitioning anyway.

holy shit… i think my consistency just doubled. at least. i had to go find an empty machine to practice because i was so headbutt-happy.

Special (and super) canceling

Do moves have a particular frame that they special (or super) cancel on, or can the cancel take place at any time in the move? Specifically, is it possible to do later cancels so that tap throws work?

Supercancels are far more restricted than in, say, CvS2EO and HSFA. Each special move has its own supercancel window, but extra late supercancels are impossible.

Projectiles do not have to connect (hit/blocked) to be supercanceled, but non-projectile moves do. Ryu can supercancel a Hadouken across the screen, but not a Shoryuken.

Also, not every special move in the game is supercancellable (eg. Makoto’s Hayate).

How do you perform instant air parries.

I read somewhere that one frame lasts for 100(? :wgrin:) milliseconds. So if you have 5 frames to tech a throw, you have half a second. Somebody answered my question on how long the parry action is active after you input forward. I forget the number of frames, anyone have the frame data for normal and red parries?

How much recovery do you have after an empty jump, jumping attack (L, M and HP, L, M and HK, …), and do you have longer recovery if the opponent dashes under your jumps, forcing you to change direction?

I believe it’s 9…