Yea you’re right I just tried it. The only thing I could say is it I tried linking far.Hk and it doesn’t feel as tough as a 1 frame link assuming it’s +3 on CH so it could be +4, but that’s just an assumption.
@Eternal Cody’s EX rock 2nd hit whiffs vs Elena. Regular Rock hits her at a weird spot.
poisons ex love me tender does 200 damage. on counter hit it only does 213 (first hit which does 50 normaly, does 63, then second hit[slam] does 150)
i think the issue is that the second part doesnt get a ch bonus because during the regular LMT, u can control whether you want the second part to come out or not, but ex is always the 2 part attack, so it should get CH damage bonus on both parts i think.
thats gay, i guess i only noticed now because tho it is a multi hitting move, the motion is one move, it looked weird to me seeing 200 damage only getting 13 for ch
Not sure if it can be called a glitch but more like an oversight. There are are very few/no landing recovery frames for Blanka’s short and roundhouse upball. Try punishing it in training mode. Very hard to do consistently.
Ah yeah I looked at the wrong thing, I was looking at the on block. Haven’t slept in ~20hours (can’t sleep. Insomnia sucks lol)
He is right on whiff MK up ball has 10F while LK/HK are 5F/4F and EX is 10F. Looking at the files I can actually see a miss set data point with HK Up Ball. It doesn’t flow into his HK landing script properly. LK is supposed to be 5F, but MK/HK/EX are supposed to be 10F. However the HK Up ball only will flow into the grounded recovery script if it touches the ground on one frame of it’s recovery which occurs on 30-31F of the moves recovery which is always still airborne (blanka still has 15F before he’d reach the ground). So the move just uses his normal landing from any air attack script on recovery which is 4F.
I think after I’m done with the list I’ll go through the thread and copy every video into one of my reserved posts before I send it off. Keep makin those videos when you guys can!
I would like someone to test something in USFIV for me that involves Rose and Chun and Gief. I only tested this on AE2012 PC, but may likely still apply to Ultra (unable to test it on Ultra atm, and I have no good way to record clear footage.)
Chun’s super is 1(1), or 2 frame start-up, right? Well… oddly I get varied results based on Rose and Gief tests.
Rose’s Close St.Short is -1 according to frame data. However, Chun’s super is able to punish it on block… so I figured that Rose’s Cl.St.Short might be a typo and end up being -2… apparently that’s not the case.
I tried punishing Close St.Short now with Gief’s Jab SPD, and it didn’t punish it… I then tried to Ultra 1 punish and it does work, so now it oddly shows up to me as being -1.
I then mess around more using Fei’s EX Rekka and Ryu’s Close St.Short (they are -1 on paper), and Chun’s super is blockable from these two tests and can’t punish it, as one would normally expect.
All the above was tested point-blank at mid-screen and corner positions.
From all this, I can only think that
A: Rose’s Close St.Short is less than -1 but greater than -2 on block?
B: Chun’s Super is less than 2 but greater than 1 on start-up?
Can someone clear this up for me? Hopefully this is just a PC bug.
Super freeze can cause odditys with frame rounding. It all depends on the move attempting to be punished. I had a similar discovery a few months ago and I think it was either @m16ghost or @doopliss that explained it to me.