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.