Two questions about ST

Is it effective to forward jump over a cornered opponent to mess up their DP type inputs?
Basically, do their commands invert for a split second because i’m sorta behind them? Just something i’ve been wondering for a while without really having evidence. I know you can loose your charge that way.

Do all charge moves, cept bison scissors and super, have the same charge time?

if their back is tight to the corner i don’t believe so. what does happen though is that if they do a reversal, you will hit them crossup. if they don’t, they block normally. where you land I think is case specific, I have noticed though, that I tend to land front side after hitting reversal anti air attempts rather frequently.

I don’t have hard evidence. This is just the rule I use everytime I jump on cornered players with blanka.

actually might have to do with near/far corner stuff.

This isn’t very reliable. There’s a pretty long window for how long directional inputs stay ‘active’, so if it looks like you’re going to crossup, I can just input the DP before you cross, and then piano P whenever I finish rising - at that point, it doesn’t matter which side of me you’re on since I already inputted the directionals.

I have noticed something similar to this. I don’t know if the cornered opponent loses their b,f charge, but whenever I forward jump on a cornered opponent and I’m trying to do a deep Air Tatsu on them (not super deep), I’ve found that I have to do the motion in the opposite direction I would normally do it, as if I had crossed up. It seems as if the part of the forward jump halfway between the peak of the jump and the landing, crosses up briefly on a cornered opponent. If that is the case, then charge characters should also lose their b,f charge. But I don’t think that happens.

Not all charge moves have the same time. I think the fastest charge move is Guile’s Boom and Somersault (about 1 sec) and the rest of the characters are somewhere in between 1 to 2 secs.

I think some characters can get “crossed up” for charge purposes even if they don’t have to block a jumping attack the other way. One example that comes up more frequently than others for me is if I’m Honda and I’m in the corner and I’m playing against a Vega who wall dives off of the wall my back is against, I lose my back charge and can’t headbutt him.

And no, different moves have different charge times. Here’s a link that says what the various charge times are.

So it’s not practical…ah well. Maybe in another game? lol

Thanks for the data on charges, i asked mainly because it seemed chun charged her fireballs faster than guile, guess it was all in my head.

You can’t throw another fireball until the first one is gone. Because Chun’s fireballs dissipate early, it can feel like she throws them faster.