"Tut" - (New? Click here. Read first post)

Safe jumps mean take all the uh… frames of advantage and subtract 44
so Safe jump whiff time

4F Safe Jumps
Fthrow and f.HK (reverse only) are odd.
With Neutral Jumps you can not safe jump some characters ( i tried ryu and thawk and you whiff 4 and 5) You have to jump diagonally to bypass this.

c.MK - 3
f.HK - 28 (post focus)

F.Throw - 19
B.Throw - 9

C.MK manual timing (easy just let go of stick/dpad, hold up forward after he stands from c.MK ani)
f.HK you can get an easy 5f with fdash > s.LP
fthrow - idk its wierd frame data says we can do dash > jump ect but we cant due to im not explaining again
bthrow easy 5f with s.LP in the corner.

Of course for characters that get up slower/faster you just +/- 1-2 frames and viola
tut

One last thing Can someone post or link to the wake up frames of characters if they dont tech?
I could find out but I’d rather sleep thanks.

[details=Spoiler] even after I get up im not finding it out now that i asked pls find

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Game_Systems#Wake-Up_Frame_Data

@Thirtyfour

I think organizing the meaty setups by knockdown will be the better idea. That way people will be able to see what particular options they have after each knock down (whether they can go high, low, etc.)

Also I honestly don’t know why you are making a meaty setup video. I’m not saying don’t do it, but I’m starting to feel really spoiled. Plus it sounds like a lot work for one person.

Let me know if you want help. I can help find some meaty setups for any knock downs. Just… just let me help you. I feel bad…

I was going to have to figure this out eventually. I just didn’t want to make the OSs tut and not be frame perfect.

Are the “make your own meaties” simple enough though?
-Take a knockdown (bthrow 53)
-subtract meaty start up of anything. (53 - f.HK 17 = 36)
-fill in with whiffs = fdash x2 = 38 = 36 +2 = +5 f.HK
-corner makes it easier since you dont need to close the distance much.
fdash > c.MP (any order) = 36 = +7 f.HK

2 Bthrow f.HK set ups easy midscreen/corner.

@Thirtyfour

IMO the math behind the setups are easy enough to understand. Just annoying how some characters have different wake up times and also vary depending whether they are face down or face up.

Uhh I was thinking about making a video on some 50-50 safe jump/ empty jump delayed crouch tech type video. I don’t know if Tut will be covering things like that. If it will I rather let you handle it since you probably have more knowledge on it. But if not it, I might make the video. The purpose is to help bait out 3f srks with empty jump safe jumps delayed crouch tech, and mix it up with a safe jump with an attack once your opponent is conditioned to the empty jump bait

@MrMoodyPants I wont directly go into Oki 2 set ups but I’ll explain how to do both forms of oki from knockdowns.

Basically if therere are 44+ frames from a knockdown you can do either one.
c.MK is 48 frames
a jump in is 44 frames meanign a 4f safe jump is 3f delay after c.MK (manual timing)
an empty jump c.LK from c.MK is a perfect +7 c.LK if you delay it 1F.

I’ll cover it but I’m not doing every single set up possible in OSs since it’s just all bout set ups.

@Thirtyfour

Do you happen to know how much frame advantage you have after lp,mp,hp,ex JU? uhh for the two hit JU, do frame advantages change if only one of the two hits connect? and does it matter which hit out of the two hits connect?

I think i will go ahead and try to make a video on it. Plus it will help me discover things on my own and I like doing little projects like this =). Thanks for the info on the 44f for oki 2 setups =)

@MrMoodyPants

Juggles aside from Duck Upper and LP MGB won’t do.
Ultra 2 (4 5 6 ) hits nope
Rolling thunder? (lol no)I
HP Jet Upper nah since you can always juggle into LP MGB which I cover.

I don’t see a reason to do LP Jet Upper

I’ll be doing MP and HP Jet in combos like f.MK MP HK xx jet
LP Jet works like Akuma/Eryu’s juggles You only do it if you want the FAdvantage.
I’ll cover LP Jet too. EX too since reversals

I’ll be doing set ups after unteched tech set ups.
Update

Frames of Knockdown on
c.MK - 48
f.HK - 72

F.Throw - 63
B.Throw - 53

Ultra 1 59
Ultra 2 75
Super 99

Duck Upper - 57~
c.HK - 45~
LP MGB - 40~ tech

Juggles like these you have to do low to the ground to get this advantage. The higher the juggle the more advantage but I’m going by lowest since it’s more universal.

OMG!!!

perfectly meaty +8 f.hp

cr.hk>hk duck upper, then f.dash x2 (opponent techs) then f.hp +8!!!

I comboed that meaty into f.mk>st.mp>st.hk xx exmgb> duck upper!!! it felt sooo good! I don’t know if thats smart damage wise but idc. It was so beautiful

@MrMoodyPants

I’m stealing that.

…um

is there a difference between recovery for LK, MK, HK Duck xx Upper? if not then you can just do that with any combo instead of just cr.HK and hk duck since hk duck is just pure shit to begin with

@MeLLoW In juggles yes. I only have data on lowest to the ground juggles.
Doing something like c.HK > Lk Duck Upper will have more advantage over c.HK > HK Duck Upper, since they’re hit way higher.
LP Jet/Duck Straight > LP MGB
LP Jet/Duck Straight > EX Upper
These teched will get you the advantage I listed where something like
c.HK > LP MGB
corner c.HK > Instant 1 hit ex upper > LP MGB (1 hit) will get you more and less adavantage than the one I put up.

uhh I just chose that because 34 always told me to use the duck upper that hits the opponent lowest to the floor. I tried exmgb>mk duck upper and f.dash x2 f.hp and it still works.

I havent tried other duck uppers, like if you are to do lp JU> ex duck upper. I am not sure what the frame advantage will be…

LP Jet > EX Upper, EX MGB > MK Upper, c.HK > HK Upper, Duck Straight > EX Upper all have the same advantage.

Do realize you can always use dash > MK duck whiff if you think your juggle is high. It’s 2 frames slower so you’llget a +6 f.HP and meaty +5ish f.HK/ perfect c.HK

Ya i realized that the frames for ducks are a few frames longer than the regular dash. If you duck upper juggle> (whiff) f.dash x2, it will whiff on cammy since she gets up 1 frame later. But you can just sub one dash with a lk duck.

so ex mgb> duck upper>f.dash> lk.duck> f.hp will hit cammy/ sagat.

Also does anyone try to punish cammys cannon spike with a f.hp hit meaty. its seems to be really tight in timing. I was only able to do once or twice. but if you do it right you can f.hp>st.hkxx as punish to a blocked cannon spike. probably wont be a practical punish because if hit too early she gets air reseted, and if hit too late, you cant link st.hk.

oh… but hk duck is so ugly idk

and ye the f.HP meaty can be used vs viper recovery from her DP, like people (me) try to jab her while standing when she is recovery and it whiffs. f.HP meaty tho PogChamp

so that means i should always use mk duck upper after ex mgb instead of lk duck upper? i always use lk and only mk duck upper vs adon because capcom

Yes also if you end the juggle with the lowest hitting duck upper, then f.dash> jt.hk its a 6f safe jump. You can also do this safe jump on cammy and sagat even if their uppercuts are 5f since they get up 1 frame later than everyone else. So their wake up upper cut adds up to 6f .

(Cammy/ Sagat) 1f delay on wake up+ 5 frame reversal uppercut= 6 frames ( that you can safe jump!)

I think I explained that right…

ye I already knew that safejump setup but didn’t think it made a difference with lk and mk duck uppers. i use mk duck upper safejump vs adon, and a lot of adon’s I play don’t use LK Rising Jaguar to beat me (if it actually can beat me)

Don’t forget about f.MK being 18F and chained normals not being great to whiff since it’s not the same.

Do something like Upper > f.MK LK Duck f.HP and it’s just like dash dash. 38 frames