Unblockable
There are a few frames in seninals c. fp (and possibly s. fp but I don’t use it) that are unblockable. The unblockable not only opens up new ways to land comboes but also ways to reset comboes. Keep in mind this is only a thread to give you the basics on all these functions and thus I will not go into the more advanced applications.
Easy way to learn the unblockable
First you need two controllers. What you do is go into training mode and put the training dummy on manual (of course the character you are using will be sentinal). Now with the 2nd controller hold up+back and with sentinal do a c. fp. What you should see is that your opponent will let go of his block (look carefully at the opponent. He should look like he is fidgeting/shaking at a certain point in the jump) Basically at the point that they are “un-blocking” is where the frames of the unblockable c. fp are. Now, all you have to do is time it so they land when they are letting go of their guard/un-blocking and now you are using the unblockable.
How to peform
Time it so the opponent lands on the c. fp as the beam is dissipating.
Why I think it works
You know how ryu shoots a hadouken at you and you get in guard stance when you hold back even though it’s not hitting you yet? Someone has said that the computer does not register the 2nd hit and does not consider it on the screen. It does not let you get into guard position and thus does not let you block it at all because it can’t “see” it.
Common Setups
- Kill a character, new character comes in.
- When the opponent super jumps.
- (corner) launch, magic series, dp+rp, j. hp, (wait) j. hk (otg them with it and they will do a forced roll) (land) time the unblockable, rocket punch xxx HSF (this should not work on anyone with super armor)
Fast Fly*
When you fly there is a “start up” period while you are flying where you cannot attack. Fast Fly refers to a glitch that cancels this recovery period so you can attack as soon as you activate flight.
For example:
in the air: sj. lk, ff. (fast fly) lk, f. mk (call commando), dp + p
Basically with fast fly you can get the 2nd lk to combo off the first lk because you cancel the “start up”. Keep in mind you cannot call assists in super jump mode but you can in flight mode.
How to peform:
activate flight, put stick in neutral position then quickly press a direction + a attack (takes practice)
Unfly
Activate flight, attack then deactivate flight and attack. Can’t right? Well this glitch allows you to attack when you deactivate flight. I will now explain how you activate this glitch. Keep in mind however that after you activate this glitch it can only be used for around 4 fly activations whether you actually use the action in the unfly or not. After the 4 flys you will lose the glitch and if you want to have “unfly mode” again you have to do what you originally did to get it (get hit by something that leaves you airborne and does not knock down).
How to peform
You get this glitch by getting hit by any attack that leaves you airborne but does not knock you down (e.g commando assist, a air to air j. lp). Yes, YOU must get hit for it to be activated but really you are bound to get hit by something eventually anyways.
The Golden Rule
- DO NOT normal jump. If you want to keep unfly you CANNOT normal jump at all. The moment you normal jump you lose your unfly even if you just activated the glitch.
Applications:
- Allow you to block after you deactivate flight (also known as unfly such as in: c. fp, fly xxx unfly) Thus lets you bait AHVBs and other things aswell. Makes most things safer by cancelling the recovery with fly xxx unfly.
- Extend stomp patterns
- Extend comboes
Also check out this article:
http://www.shoryuken.com/features/s010705.shtml
Hope this helped.
- HJ
edit:
I found this while cleaning up in a thread called “Fake Unfly”. It is a tad advanced, I wasn’t even aware of it until now. This glitch is unrelated to the others and is not neccesary to use any of the other glitches noted above.