you’re right. Maybe I’m thinking of link into super.
EDIT: If you’re talking about the whiffed rush trick:
It’s not a link - the rush punch has to whiff, or it takes too long for the super to come out.
Actually, the rush punch doesn’t have to whiff. You can combo a high rush into super or low rush, opponent be blocking, then cancel into super. The timing is really strict though but it can be done.
Boxer can also link a meaty tap into super; Ryu, Ken, Guile, Chun and Sagat can link a meaty projectile into super in the corner (maybe Dhalsim, too; Chun can sometimes do it midscreen), and I suspect Fei may link a really meaty Rekka kick into his super, too. There should be some more (less practical) setups, such as that Ryu vs Claw thing of Maj’s.
Too much yoga. Which # of the killing arts is the throw, again?
Always wondered what’s up with real life boxer matchup cards pre-fight and someone having like ridiculous 70 inch reach but he’s a middle weight and not dhalsim lanky. Like how do they measure this stat?
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Best part of “Gigaton Punch” was that stand Fierce, reversed, flipped.[/details]
Sorry for this joking off topic post right after the informative one by Afro, carry on with the knowledge ya’ll.
Yeah. My brain got stuck on the whiffed uppercut rush -> super trick where the same charge is used for the special and the super. You
random thing: ochun wanting to do neckbreaker not all the time.
Sim’s throw range makes perfect sense to me… he has no decent reversal, if he had a short throw range he would be completely destroyed once the opponent got closer. Just because his zoning is very good does not means that it should be GG for every character once you trapped him in the corner.
No, Sim is dumb. His zoning is too good.
As far I’m concerned anyways.
I’d add a reasonable start-up to his drills. I think they are the main issue. They give him too many safe counter-measures that make it difficult to ever pressure him.
They do have a minimum jump height. Otherwise there’d be drill infinites.
Dude I’m trying to eat, I might vomit now thinking of that.
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Tell that to Dictator players… Sim and Boxer throw range are just stupid.
Well, at least they have 2 legs, can’t say the same for Chun.
last time I checked, Chun Li had 2 legs…
Not sure if this is common knowledge, but I used to think that a move being ‘special cancellable’ (able to be cancelled during impact freeze) was some particular property set in the move data itself, and that it was separate from whatever allowed ‘kara cancels’ (able to be cancelled before active frames).
I now believe this isn’t true - I noticed when you perform a standing normal, a memory counter gets set to 5 and then decrements on each frame. When this value is non-zero a special move can be cancelled into. This counter seems to not only control kara-cancels, but special cancels - it is NOT decremented during impact freeze (meaning cancelling into a special move is allowed during impact freeze IF impact freeze occurs during the 5 frames after a normal is started).
Therefore, my theory is that any normal move with a startup of 5f or less (i.e. hits before or on the 5th frame) is ‘special cancellable’.
I was actually investigating Hyper Fighting when I found this, and thought that maybe the behaviour changed for CPS2, since quite a few more moves are ‘special cancellable’ in ST - but from what I can tell they all adhere to this theory as well. For instance, Dictator’s cr.MK which was NOT special cancellable in HF, now is in ST - and indeed its startup is now reduced to 5f (from 6f).
I guess the cancel system therefore is:
5 non-impact-freeze frames of cancellability (the ‘kara cancel’ window) - this so far seems to be character independent, and move independent.
Moves with >5f startup cannot be 'special cancelled’
Moves with >6f startup have regions before active frames where they cannot be kara-cancelled
Moves with <5f startup have regions after impact freeze where they can be special cancelled
It’s possible some option selects could be generated with this knowledge, I guess, but I doubt there are many useful gameplay ramifications from this that can be gleaned. At the very least it means that the task of determining whether a move is special cancellable for frame data tables in the wiki should now be pretty trivial It’s also a cross-check for frame data being correct - for instance I thought HF Ryu’s cl.MK was special cancellable, but T.Akiba’s frame data claimed it has 5f of pre-active frames (i.e. 6f startup). The correct frame data is 5f startup, and it IS special cancellable
Interestingly, jumping normals don’t set this memory value, so I’m not currently sure what controls when a jumping normal is special cancellable or not.
Any thoughts, counter-examples etc appreciated.
Counter example: Old and New Blanka have identical ground normals (same startup), but O.Blanka can cancel only his Close and Command Strongs.
http://wiki.shoryuken.com/Blanka_(ST)
http://wiki.shoryuken.com/O.Blanka(ST)
BTW the special an super cancel info on the wiki is already complete. If i’m not mistaken, i remember testing every normal move in the game.
Interesting, those are good examples for me to check out. I note that close and command strongs are the only moves I expect COULD be special cancelled given O.Blanka’s frame data (in other words, O.Blanka conforms to my theory), so maybe something DID change in ST?
Isn’t it the case that only characters with jumping special moves can cancel jumping normals (eg Ryu, Ken, Akuma, Chun Li and Hawk)? I can’t speak for Chun LI, and I’m sure everybody already knows this, but for Ryu, Ken, Akuma and Hawk they can only cancel jumping punches when doing jumps toward the opponent. They can cancel both punches and kicks when jumping neutrally (I’m not sure if Hawk can cancel both punch and kick when jumping neutrally).
I checked the frame data and all of Ryu and Ken’s jumping normals have less than 5 frames (or equal to 5f), so that rule seems to be in effect for them. But Hawk’s neutral jump Fierce, RH and diagonal RH have greater than 5f startup. I’m not sure if Hawk can cancel these normals into Dive, but I’d be interested to know if anyone can test it.
That’s pretty much the rule, but as B2SPD stated, there are exceptions. The whole special-cancel thing comes from this kara-cancel bug, back in the SF2WW days. In that game, mash specials (HHS, Lightning Legs) could never cancel a normal, which has been changed in CE, so we see things have been inconsistent from the start. But I wonder how much worse of a game SF2 would have been without the special cancels.
Ganelon has also pointed out a few times that some command normals have different properties. For instance, Guile’s bazooka knee and Fei’s RH hop kick have shorter kara-cancel periods.