hmm, I got another question. Something that’s plagued my game since I first found out about chun’s stored super…
How long can you go to neutral after walking forward and still have the super still be charged when walking forward?
(how long does it take to lose the storage?) Very often, I’ll store the super, score a knockdown while walking forward… Go to neutral to cancel the super, then DF. to do the flip kick, and then press HK and the super comes out anyway… =/
The whole round. Naturally, if you end up behind the opponent, you have to hold the opposite direction but the charge will still stay put. Same with Honda’s super.
And any jump attacks can be beaten with a correctly timed reversal unless the jump attack is performed safely (with proper timing and where the attack doesn’t have a noticeable recovery period). However, correct reversal timing varies on a case-by-case basis and isn’t easy to discern at the heat of the moment.
You misread my question… how long can you go to neutral after walking forward and still be charged when walking forward again?
read the situation where I describe a scenario when a super comes out anyway… I’ve known about this for a long time, in fact I use it to do kick -> super or make it look like I don’t have super stored when I do… but I’d prefer to know the limit…
12 Frames. That’s counting the first frame you let go of the stick and you must press :f: on the 13th frame to keep the charge. That’s without frame skip
On turbo 1 with frameskip, it’s roughly 9-10 frames depending on the skips.
If you’re trying to do Chun Li’s DF RH Neckbreaker while keeping the stored Super, I don’t think this is possible at all.
I thought about it, and there’s no other way to do the Neckbreaker other than DF RH, so that means if you go to neutral, and then come back to DF and press RH, you will always get the Super, never the Neckbreaker. Same thing with DF Forward Kick and any other normal attacks that require a F, DF or UF direction + Kick button.
yeah. I realize that. that’s why I was wondering how long it takes to LOSE the store. I was never asking about doing the Neckbreaker while keeping the store. because too often the super comes out when I try to meaty neckbreaker.
Whoops, that was a bit careless of me. Note that the 12 frames (or 14 frames for Honda’s super) was actually how long Chun Li was supposed to have for the super before pressing K (after the second forward motion) were the stored glitch not to exist. And that’s how the HSF2 fixed ST version works.
Basically, the 12 allowable frames of temporary “neutral” is simply the super’s standard pre-button input leniency and gets reset when you hold forward again. Of course, “neutral” here only means “not forward” rather than strictly true neutral.
Super Turbo uses hit boxes to determine whether moves stuff has to be blocked high or low. It may have to do with Boxer’s lower hitbox doesn’t stick out the way other characters’ does.
Wow 12 frames, thats crazy ??? If you store the super you can shake the stick back and fourth really fast then go back to forward and still have the super stored if you want to psych out your opponent. The only way I’ve been able to store the neck breaker into super is to do it in the super motion. Hold back 2 frames then DF+HK (for the neck breaker) then continue the super motion (back forward) and you should have the super stored.
Yeah, I like to psych our the opponent by walking back, people don’t realize that it’s actually a big window where i can stop and walk forward again…
Actually around april last year, I was messing around with keeping a super store after a throw. Couldn’t get it until I went into HDR with the hitboxes the centerpoint of the character helped me know when to switch directions. so there’s another trick for you. I know so many super gimmicks, but I rarely use them… when I do it surprises the crap outta people though. Maybe I’m putting too much work into seeing when I can pull off with the super still stored…
also, you can mash out of throws/dizzies with a super as well, if you had a charge before hand… mash the direction -> continue mashing -> if you end in forward you can come out with a first frame super. I’ve caught kens and sim’s out of grabs like that, and I’ve also mashed out of dizzies like that…
Beats the crap out of taking more damage by charging rather than inputting directionals to get out faster… That’s why I have a habit of reversal throwing backwards even though it gets me in a bad position… =(
Nice I knew the throw into super was possible but I didn’t know the timing to get it every time. The dizzy trick I’ve been doing for a while now, love that one but I rarely get to use it =\ I need to work on shaking out of dizzy using the wait till your on your feet trick, I didn’t know about that one.
Anybody got any crazy,strange or cool Dhalsim tricks?
Hmm, interesting. To be clear, I tested this on practice mode in HDR. I had another person (axel kelly) watch and repro as well. It’s certainly possible that we both screwed up. Maybe HDR is different than ST? I don’t see why that would be the case though…
Possibly, if you check that dictator thread, another thing different and undocumented in HDR was dictator can link 2x cr forward on some characters which isn’t possible in ST.