Not all the time, like Adon or sakura can do a hk at the top of the jump and blow up your AA if you weren’t ready for it.
This is something stupid by the way, how can an attack at the top of a jump let you combo ? the fuck is that shit really ; I sometimes see Gamerbee do his vertical jump hk when he’sstill on the way up and land into a cr.mp !! what the hell… If the hitstun and blockstun on hard attack weren’t that massive in this game a lot of AA would be better.
It’s half of the reason why AA normals are so bad in this game. I mean, not all the hitboxes are bad but it still trade most of the time because you can press your damn hk at the top of your jump and still combo if it hits or press me if I block.
It’s not a big problem if you have a godlike cr.hp like sakura, but if your anti air is surrended by hurtbox like chun’s far.mk, it trades 90% of the time even when timed correctly (Sakura J.hk, cody J.hk, Ken J.hp, claw J.hp… I litteraly can’t AA them without a trade).
The thing with Gamerbee you mentioned isn’t true at all. Even on the tallest characters it’s impossible to hit on the way UP and still combo to crMP. That said on a counterhit vs the tallest characters it’s possible to do just at the very start of him falling which is very early in the jump.
Chun’s far MK isn’t completely surrounded by hurtbox at all. Actually it extends past the hurtbox a bit. The thing is that it doesn’t have a particularly large hitbox so you need to be somewhat precise. Actually, chun has very few moves that the hitbox DOESN’T extend past the hurtbox. FJ LK, FJ HP, B+MK, DF+HK, Down+MK in air are the only ones all of her grounded non-command normals hitboxes extend past the hurtbox as do most of her jumping normals.
Cody’s forward jump HK is a great button for jumping in, no question about that, however the fact is that if you are on point with your anti air positioning / buttons almost every character can beat it clean consistently. Unlike the other examples you listed, Cody’s far HK actually has a HUGE hurtbox. The reason it tends to trade is a combination of things. It is a slow startup but a ton of active frames, this means that Cody tends to do the move early in his jump to make sure he doesn’t get counterhit and to take advantage of the long active duration. Also the hitbox is pretty far reaching allowing him to hit from a range where people don’t expect a jump in to reach.
This works directly against Chun’s far MK which extends very high up and forward, this means that Chun has to do an anti air far MK earlier than you’d expect to properly anti air Cody’s FJ HK. Once you learn that range / timing though it beats it clean 100% of the time. That is kind of the case with anti airing anything with Chun’s far MK as the hitbox reaches farther than you expect (you can anti air many people near the top of their jump arc) so if you do the AA too late it results in a trade or getting stuffed.
I agree there should be some better AA buttons though. But one key to learning the game is learning the positions you need to be to anti air as well as the positions you can jump from to avoid the opponent’s anti airs. I kind of like that there aren’t that many “catch all” anti airs but I would like some more overall strength on some AA buttons as well as higher reward. I think it’s a little dumb that a bunch of moves are setup to have their damage drop when they reach the frames that are used for anti airing (Like Guile’s crouching HP). Especially since this game is capable of having different damage values for hitting standing/crouching/airborne, if they want to lower the damage on those frames vs grounded that is fine, but it should reward players the normal amount or possibly even MORE damage when anti airing with those attacks imo
You are showing the actual hitbox eternal, you are aware that there are 7 frame of start up on chun’s far.mk and by the time the move is active cody’s (for example) J.hk is already active > trade. There’s the lag factor tho, offline it’s 1000 times easier to AA with chun (and everybody really).
You know that already and it’s not the point. My post was about the hitstun/blockstun and how it affects the gameplan.
You can say whatever you want on skullgirls, blazblue, persona (air dashers in general ?) but in these games if you press a button early in midair get ready to block or you’ll get counter when you land, or simply punished. That’s how it’s supposed to work and how it used to be in ST.
As for my gamerbee example, it was a hyperbole. Tho I just tested it, it’s not that much of an exaggeration you really can press the hk at the very top of your jump and land with a cr.mp combo.
Basicaly if my math is correct he is roughly at (38/2 +4 landing frames + 5 mp start up frames - 10 hk start up frames) +18/+19 on a heavy attack.
Look at ST ; If you do an early attack when you jump it’s a guaranteed throw on block, you can’t combo on hit and that’s normal.There are too many things promoting jumping in sf4, the blockstun/hitstun on air attack is one of them - along of course with bad AA normals, not invincible enough DP, 1 hit on multihits DP etc.
edit : grammar and math :facepalm.
Also, I wonder if there’s a way to know the actual hit and blockstun on jumps attacks, I can’t find a framedata with them. Anyone know ?
Not with light attacks. They remain active until you land.
But in ST proximity blocking and the speed of the game let you get away with murder at times. Like you do an early j.hk, the opponent presses a button but nothing happens because they’re in blockstun or they try to move and they’re locked in place then before they know it they’re in a 50/50 throw situation. It gets really tricky to deal with when they mix it up with x-up attacks with long active frames and short jumps. eg. Boxer throw loop, x-up j.lp (? I can’t remember which button) and then you better pray you can get your cross-cut reversal on win the throw game.
You cannot get away with something like this in SFIV.
Yeah in ST it’s a bit strange, like T.hawk J.lp (active like 1 year or 2) and then OS dp/360 > death. Don’t ever let T.hawk jumps on you or you’re already dead.
Many players who came from ST and 3s find SF4 to be ass. The term ‘09ers’ has such a negative connotation for a reason.
As for SFXT PC online, the problem is there are not enough PC players so you rarely get a full bar connection. However as it uses rollback based netcode rather than input based, it is much closer to an offline experience when you have full bars.
Same way ST players would give Alpha players shit and Alpha players would give 3S players shit, etc. Games people give so much praise now like 3s and CVS2 werent the most beloved games in their prime and had bad reps too.
Oh my god I hate Online goukens!!! They either mash jab on wake up, neutral jump, or counter. At least by playing Rose I can abuse his poor wake up with decent spaced spirals. (sometimes I wish that any counter move that fails in this game can get counter hit automatically like some of the command throws in ultra.)
Lol, Oni’s ultra literally did imperceivably low damage after all that scaling combined with THawk’s 1100 health + low health scaling you could barely tell he lost life at all.
Also, Elena’s focus is looking top 3 in the game easily based on that video. It looks to have range comparable to Cody/Blanka/Fei/Evil Ryu/Gen while also having lower body invincibility on release that may be better than Sakura’s. Only thing left to see is how the hitbox itself looks. All while on a character with a solid walk speed, what appears to be a good forward dash and a slowish moving but decent looking backdash.
Also red focus building 2x as much ultra may be very useful for Elena’s healing ultra if people can find ways to actually utilize the red focus for absorbing things in a way that is actually worth the meter.
Ryu looks very “same” but the changes he got certainly up his damage a bit. LP DP - FADC - FJ MP - HK Tatsu will do 246 damage and (more importantly) the FJ MP - HK Tatsu builds 94 meter in that scenario. That is a smidge more than 1/3rd of a bar. The LP DP Builds 70, so assuming you aren’t already on full stock when you do the LP DP that is 164 meter which is almost exactly 1/3rd the cost of the FADC itself. Not too bad meterwise. Curious to see how it develops though, might be some more stuff to find. Also of course simply doing FJ MP for air 2 airs and buffering tatsu is going to be a huge boost for Ryu’s damage in air 2 air situations. 170 damage + a good amount of corner carry.
I’m not sure if people will use U2 though even with the change to juggles. You can’t land it in nearly as many situations as U1, most notable being the trade DP or Early anti air LP DP for meterless combos to U1. However the damage on EX DP - FADC - U1 is quite good with the cinematic. It should be doing 483 damage in that situation (assuming you have max ultra and aren’t use W Ultra obv.) Which IIRC is like 100+ more than you’d get from DP - FADC - U1. I think it might turn it into an ultra that is considered worth using in specific MUs but I doubt it’ll replace U1 as the staple for all matchups if you aren’t sure you’ll land U2.
483 damage is pretty crazy damage for a character as well rounded as Ryu. I know I’m tempted to use it now; nothing would give me more pleasure than zoning a guy whole match then being able to pull out WTF damage to finish it off.