Technically, I think, the kara-cancel period is the same, but, once the character is airborne, they can’t do the special moves anymore.
Certain characters like O Blana and N Fei have different cancel windows.
I think ken can cancel tatsu on a jump back punch but I don’t really remember its a shenanigan anyway.
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Not sure where blitzfu got that. o_O One can cancel back jumping attacks into specials. In fact, I’m not aware of any difference between towards and backwards jumping attacks - but the jump arc and direction, of course.
I woun’t say it’s a shennanigan. It gives you meter and it’s safe against most characters.
I never said backjump normals can’t be cancelled. I only assumed people like Coth and OSB were smart enough to realize that when I said “towards the opponent” that I meant both diagonal jumps (“towards” is a diagonal). Of course Ken can cancel backjump punch into Air Tatsu.
Um ok?
Towards means towards.
No harm intended but you said an explict direction that was all I was clarifying.
Br, I only feel its a shenanigan because doing jump back punch tatsu is hard to land effectively.
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is it that hard to use the term “diagonal jump” ???
I understand vaguely how T.Hawks negative edge tick SPD OS’s work, but damned if I can figure out/find a way to escape them. Is it possible? Sorry if that’s a bit away from general game mechanics and not thread appropriate, didn’t want to spam new thread.
yes. who are you using against hawk? everyone has their own way.
Depends on character you re using. If your character has a long throw range (e.g. Gief, Hawk, Honda, Blanka, Sim) you can try to grab him, or if it has a safe on block reversal or something else to give you some spacing. Also, some characters have very fast prejump animations (e.g. Dictator), you can try to just jump out of the tick, and it will work if the Hawk player’s timing isnt on point. But yeah, if your character does not has any of that , then you’ll eat that typhoon. Just be careful and don’t allow him to land another one. But if you’re already cornered, unless the Hawk player misses it the round is lost.
According to http://nki.combovideos.com/data.html (first section - Cancel Time For Normal Moves) - and verified by myself - the reason for this difference is that the cancel window was extended from 5f to 6f for ST chars. For O.Blanka it’s still 5f and for N.Blanka it’s 6f - which explains the extra attacks that N.Blanka can cancel And for anyone wondering, the difference between the whiff/hit frame cancel windows is exactly the impact freeze duration - 14f. As mentioned in my previous post, the cancel window isn’t decremented during impact freeze, allowing this further special cancel time.
Evidently T.akiba or whoever worked this 5f number out before me, but it’s nice to understand WHY it is how it is… and that site doesn’t really give any indication as to WHICH moves are able to be special cancelled or that the ability to special cancel is tied to this number.
I’ve tested O.Blanka vs N.Blanka, but also O.Ryu vs N.Ryu - and oddly, O.Ryu retains the ST 6f cancel window. I’m guessing it makes no difference since damn near all his normals are cancellable with the 5f window anyway It does however indicate that there’s no global “this value for N chars, this other value for O chars” though.
This info combined with the “bazooka knee etc becomes airborne, disabling special cancels” makes a lot of sense to me, and possibly covers all the ground special cancel cases…
As for super cancels - there’s a separate counter for this. As mentioned in the T.Akiba page, it counts down from 7, but DOES decrement during impact freeze. This explains why ‘super cancels’ are much harder than ‘special cancels’ - you are missing 14f of cancel window.
So:
Moves which start hitting on the 7th frame or earlier can be cancelled into super via kara or 'super cancel’
The ‘super cancel’ window is 7 - (startup - 1) : so a move which first hits on the 6th frame will have a 2f super cancel window.
Moves which start hitting on the 7th frame should be super cancellable (with a 1f window), but not ‘special cancellable’.
I still haven’t investigated anything to do with the air normal cancellability, but I’m pretty confident (at least in HF) it’s not related to these cancel counters, regardless of how the frame data might agree. The values simply don’t get set.
Well, i think its not new that T.akiba’s data is not 100% right. His frame data has errors as well. So yeah, theres no global value for N and O.Chars, I believe each character has his own maximum. Anyway, short cancel times in command normals because they put the char in the air makes sense.
What happens with the value when there’s renda (chain) cancelling?
It’s possible to jump cancel renda chained moves.
Special moves cancel jump start-up. Is there a similar value for that?
Is it possible to renda xx jump xx special cancel?
Dunno, I haven’t done much testing with air normal cancels. A fun one to test, would be neckbreaker xx air SBK with chun. (Though that may be impossible due to height restrictions…)
If you’re feeling masochistic, something that I’m really curious about is the cancel mechanics for Rekkas. (Lightning leg -> lightning leg cancel is cute, but doesn’t really matter in-game.)
I’ve been saying this for ages…