Which bug in SFA3? the gief jump in cc bug? he was already pretty good in A3 before that? Was there some awesome Birdie glitch i missed (oh i hope so, i always liked Birdie)
SFA3 with zero glitches would be dominated by Dhalsim and Sakura and probably even Akuma still. Glitches make Sodom top tier who would otherwise be pretty shoddy, and they make Gen pretty fucking viable whereas without them he’d be pretty bad too.
Which glitches specifically? I admit I didn’t play A3 very much. I thought Sodom was good because he has nice CCs?
Well this isn’t really the thread to be chattering about A3 esoterica. But w/e. In order to go from a ground combo to a jump in SFA3 there has to be a window for the opponent to airtech, and players would tech-trap that window, though you could still escape with an air activation or air special move/super. But with Sodom there’s a glitch that makes it impossible to tech at all, so there’s NO escape from his VC unlike the rest of the cast (except Rolento and Chun who also aren’t top tier). It’s technically a glitch for Sodom and Chun because that was “fixed” in later iterations of the game. He also had the VC OTG glitch, and VC cmd-throwing during blockstun glitch, and unscaled airthrow damage glitch, plus invulnerable tengu walking glitch. None of these glitches benefited the top tier except for the OTG glitch which benefited Akuma and the inv tengu walking which benefited Sim. Now if you count infinites as glitches (I don’t) then that also benefitted him more than the top tier, since Akuma/Sak/Sim don’t have infs but he does. In fact that benefits him more than anyone because there’s no escaping it once he hits you (unless he fucks up) due to the glitch making it impossible to escape.
Since somebody mentioned you could backdash out of Rose’s, is it possible to maybe input a focus attack before the screen freeze then immediately backdash after the screen freeze to absorb the attack and make it outside of her ultra’s range maybe? I’d love to give this a try myself but I can’t even pull off Seth’s with any sort of consistency.
No, focus then backdash does not escape Rose’s, Sagat’s, or Seth’s.
Also if you want to test escapes you should use training mode Dummy Record, then playback and test escapes.
Shame.
That’s what I was trying to do actually, emphasis on “trying,” I failed horribly in doing everybody’s except Seth’s so far.
Slapped together a little video showing how this can be used with Gouken.
[media=youtube]SPBCKhbVLLs[/media]
EDIT: Now with some Blanka easily escaping it… [media=youtube]uFfCpx1RTLA&feature=channel[/media]
Sound flubbed up during the first part of the blanka vid, I should really watch these things before I u/l them… Oh, and if anyone can explain wtf happens at the end, I’d love to know. That’s probably the best unblockable escape I’ve ever seen! lol
I think the block/no-block escapes are probably related to how this game extends your “vulnerable” hitbox when you’re blocking, as opposed to a neutral or crouch state. There was an old Gen thread describing how things would whiff for a brief frame or two on wakeup if you left the stick at neutral.
Another example would be Sagat standing HP against crouching Boxer. There’s a range where if Boxer is just holding down, the standing fierce will whiff. If Boxer holds down-back, he blocks the standing HP.
In the Sagat ultra example, it could be possible that when Ryu isn’t blocking, the hitbox isn’t extended far enough for the meaty fireball timing to coincide with the ultra freeze IE it doesn’t break and it can be guarded. When he’s just holding back, this hitbox is extended so that the fireball connects when it needs to. Assuming the other character didn’t have a reversal that would work, with this theory couldn’t it be possible to delay the ultra by 1-frame (IN THEORY) so that the fireball is further into their hitbox, forcing the opponent to eat either the fireball or the full unblockable ultra? Conversely, maybe their hitbox is active at a different frame on wakeup depending upon whether the opponent blocks or sits in neutral, which would ruin this whole idea.
Of course they wouldn’t ever eat the Ultra, but being able to end a match with an unblockable fireball would shake things up. I read through the thread and didn’t see anything mentioned about guard thing so I thought I’d throw that idea out there.
cant akuma just teleport?
So it works with Gouken’s Super as well? Curiouser and curiouser…
while I can see the value in testing it with gouken… unless he has a non-throw setup I’m not seeing a practical use. If you are throwing, do a backthrow and do the ultra. If somebody can figure out a sweep or palm setup… now THAT would be something useful.
If you’re able to land a backthrow with gouken, you’re either playing against a scrub, or the other player messed up badly. A mediocre player+ will ALWAYS tech the backthrow.
uh if you get teched backthrows, then why wouldnt you get teched front throws either?
artificeren’s logic is sound, gouken wouldnt really need this ultra setup all that much
That’s a good theory, but I don’t think that’s how it works.
Personally, judging from what I’ve seen so far, it’s the same glitch that exists in KoF98, SFA2, SFA3, Guilty Gear, and Vanguard Princess. It’s only slightly different for SF4.
With Rose and Seth’s setups you can’t block at all period, before or after flash. You just can’t block. You can be in neutral and then block after the flash against Sagat’s setup though. So, what that suggests to me is blocking is not instant and inputs are not accepted during the flash transition. After all, it does not work if the flash happens a frame early or a frame late.
Umm you know back throw is a lot slower than front throw right? And if he gets a back throw he can combo to ultra anyway.
Roski is right , let me link u to a vid i posted where u could punish a safe canon strike with cammy/vs ryu only by staying neutral(which makes the canon strike whiff)
[media=youtube]wwahgnLtuU8#t=0m41s[/media]
in regards to gouken’s throw/backthrow
the animation of the throw itself? or the actual # of frames it takes to start up?
cause of course his backthrow takes longer when it comes to just the animation of throwing the opponent up into the air…
believes gouken’s backthrow is 5 frames and the tech window on it is longer.
What I’m saying is that since it seems blocking extends the hitbox, by holding back before the flash, you’re effectively giving Sagat the unblockable due to increasing the size of your hitbox, meaning (in the case of that throw setup) that the fireball is meaty when you activate ultra. When you’re not blocking, your hitbox isn’t as wide, so technically the fireball is not on top of your hitbox in time for the ultra flash, so you’re not guard broken. Like how the Canon Strike whiffs in Alioune’s vid.
If you look at it this way, block would still be considered instant. Holding back before freeze = hitbox is extended = correct timing for throw->ts->fadc->ultra. Holding back after freeze = hitbox not as wide = ruined timing for throw->ts->fadc->ultra because there isn’t a fireball in the hitbox in time to guard break, and you’re still able to block.
Again, more theory, but in accepting something close to the above, it could be possible that Rose’s and Seth’s work better due to the travel speed and hitbox of their projectiles. Also, from what I’ve read here, many of the setups seems easier on Sagat, who is a wide character. IE it’s easier to time the unblockable with a wider projectile (and maybe slower as well) on a wider character because the projectile used is wide/slow enough, making it easier to activate ultra while it overlaps the defending character’s hitbox. Holding back before or after freeze doesn’t matter in these setups because the projectile is on top of the defending character regardless.
These glitches are cool.
If only they gave Guile his handcuff/magic throw glitches from SFII world warrior!
I remember watching Guile pulling Vega off his climbing wall using the magic throw…happy days.