I don’t think it is possible. If I’m not mistaken, empty jump takes 38 frames to complete. Add to this the 4 frames of startup for c.LK and the 2 active frames, and it’s perfect for 42 frames moves. Now, even if you were able to charge from the first frame of the jump-in and to cancel the c.LK at the very last frame of hitstop, 50 frames would probably still be too much.
I really doubt it. Combofiend has already updated the list once (correcting the mistake on neutral jump LK crossing up) and he didn’t change this. Moreover, +4 on hit seems to fit more with jambell’s explanation describing the link to the c.LP as the “difficult part”.
Capcom Unity published the news > srk.com copied from CU > EH copied from srk.com/CU > srk.com updated their post with more in-depth terms that came from the nesica .pdf release of the final change log (which is where everything comes from) > EH did not updated their post.
Also. Capcom JP > Capcom USA in terms of decision making.
I agree, except for one thing: we do not know whether the Capcom Unity change list is a simple translation of the Nesica one.
It could also come from an internal document transmitted by the developpers at Capcom Japan to Capcom USA and which is not available to the public.
My point is that, though I agree with the fact that in the end, Japan decides (nearly) everything, I am convinced that the Nesica change log for Claw is a mistake. A relic from a previous build where they tested this change before reverting it. And my theory is that they did not update the Nesica PDF file accordingly, but they updated their internal document which they then transmitted to Capcom USA.
I changed the RCF charge time to 50f on my PC version. I don’t really play Claw much, but one thing I noticed it helps is that a focus crumple into HP xx RCF is super easy now. And while you can’t empty jump cr. lk xx lp rcf, you can pretty easily do jump lk > cr. mp xx lp rcf, which could be useful when faking the new crossup j. lk.
Interesting aside from talking to Combofiend re: Japan’s role vs USA’s role in balancing – he said that the four new characters were almost completely him (said that Elena was finally the character he always wanted her to be), Decapre was almost completely Japan, and the rebalancing was a 50/50 back-and-forth.
Gonna try playing around with changing values on PC version tonight to see what I can come up with for a 50f RCF charge! I’d FRAPS out some of the RCF combos/applications I came up with but my computer is completely ass and will run way too slowly hahah
If it’s true, it’s a shame that empty jump cr.LP xx LP RCF won’t work.
How about a step further, empty jump cr.MK xx LP RCF. Would cr.MK’s 6 frame startup and 3 active frames be enough to cover LP RCF’s 50 frame charge time?
Yeah, but the point was to find out if an empty jump low normal xx LP RCF would now be possible.
Vega could do:
Empty jump cr.LK xx EX FBA
Empty jump cr.LK xx HK ST
Empty jump cr.LK xx LK ST, EX ST
Empty jump cr.LK xx EX SHC
Empty jump counter hit cr.LK -> stuff (if you’re lucky…)
…But none of that shit is safe. RCF, however, is safe.
The amount of ways we can hit-confirm RFC is absolutely insane, and a lot of them tend to be off of footsies/frame trap/positive normals we should be already using.
cLP HK xx RFC
cMK HK xx RFC
clHP xx RFC
fLK HK xx RFC
now,
clMK cLP HK xx RFC (can practice this with counter-hit in training)
One of my favourite frametrap strings has always been cLP cMK cMP because any of them are pretty easily hitconfirmable. Now, with a slight adjustment into cLP cMK cLP, they all fish for counterhits and combo pretty easily into HK xx RFC. People used to have to be afraid of Rufus because of target combo into Ultra, but now I think Vega with 3 bars is going to be pretty terrifying too because every single one of our amazing footsies tools leads to RFC/Ultra/whatever dirty resets/mixups we can come up with with a crossup.
And as a cute bonus, if anybody ever uses cross-screen LP roll as an uncommon footsies tool, that’s also pretty feasible to hitconfirm into RFC. I can’t wait for the first time in a match that I cross-screen LP roll xx RFC to Ultra, holy shit.
Other cool stuff:
Now that Ultra 2 is 7 frames, counterhit cMK (+8) -> Ultra 2 is slightly more realistic for humans.
On a more gimmicky note, a lot of the crossup ex wall dive stuff that people have developed (I’ve never really done any of it but looking forward to maybe incorporating it, though DWU hurts that) will now work for crossup raw super.
Lastly, I have a dream that hitting the claw part of an EX wall dive in the corner (when it leaves them to juggle and you can usually get ex ST) can juggle into U2 now. Probably gonna be very disappointed when that doesn’t happen (ex ST is 4 frames, U2 is 7 frames, a bit of a stretch) but day 1 you can bet I’ll be trying it!
Yeah I think you’re right – my bad! I was just reading framedata and got excited. Playing around in training mode tells me otherwise.
BUT, punishing stuff like Blanka’s slide was definitely possible with raw super. I think when stuff’s up in your grill super is free, but if not it’s easy enough to tag with a cMP xx super.
In other news, I’m finding that cMP xx l.RCF xx RFC (cMK if you’ve got the time, 10 more damage) is more damage as a RFC punish than using any of the hard kick/punch stuff. It’s more damage, even, than jiHP clHP xx RFC, since you’re only getting the one hit. I think the hard stuff has more stun though, which is worth considering.
Punishing Rose’s ex soul spiral with cMP xx lpRCF xx RFC, clHP xx hpRCF is a heavy chunk of damage. Tagging ultra on instead of the clHP xx hpRCF adds about 100 damage, as does using the full meter for a super. I think I’d be more prone to hold onto the ultra meter though, unless it’s really late game.
When you been maining him since Vanilla like a majority of us have, then you’d be overwhelmed by the sheer difference he has gone through. Almost enough to make a pretty boy cry.
@Niah: hahaha god, note to self: don’t get super excited late at night and post stream of consciousness theory fighter because you’re a complete idiot. thanks for the catch!
Yeah, that is definitely possible.
However, you would still need to charge as soon as you leave the ground and - more importantly - cancel it after the active frames, i.e. during the hitstop of the c.MK.
Its matter of realising that even if the matchup is bad and the Izuna Loop works well on them, winning because of that is bullshit. Thus no listing is required.
But here, take some examples: T.Hawk, Dudley, Boxer and Guile (even though this last one is mostly an even matchup).
Hawk, Dud and Boxer have to work hard to get in, and if they ever take a FBA in the corner they lose 300 life. That’s ridiculous. I’d use that to win tournaments matches if I knew that my opponent does not have an easy way out, its the same as Gouki’s vortex, using unblockables and so on. But that does not mean that it should be taken away/weakened (again, just like vortex/unblockables).
“Hates Viper because of her stupid vortex… gets mad when they take away yours.” sums it up.
Also (this seems to be a recurring subject), from where you guys got that the animation should match the hitbox of a move?
Every character in this game has moves that do not match the animation of the hitbox.
Gouki and Ryu’s crMK(crHK to a lesses extent), Gen’s sweep, etc. Those are pretty much their main pokes and by following this logic they should be buffed.
I don’t want to go too much in dept in this subject, but asking for tiny hitbox improvements based on “animations” argument alone will not work.
IIRC Viper crMK’s and Dudley’s crLP had their hitbox improved to match the animation for USFIV. But that is because DWU seems to hurt their gameplay more than the usual, so those buffs were done ir order to keep these characters viable while the others 37 characters have the same hitbox in their best pokes as before (my personal opinion is that Viper will be extremely strong in USFIV and she did not deserved that, but anyway).
That USFIV comes and clMK actually has 10f of recovery.
back charge won’t start until the cross over happens. jumping with insta-charge only helps on EX FBA combos unless you stay on the same side… which means you’re not using the crossup.