Instant Ex.FBA Crossups - Positioning Data
When your opponent is getting off the ground from a knockdown, you can launch an Ex.FBA that goes past them and hits their back as they get up. If you position and time this right (something hard to do), it crosses them up instantly in a way that is equally hard to defend against. Most of you know about this.
However, I’ve done some testing and even started putting together some data on ways to do it. Small variations in your position and timing can make all the difference in whether a crossup is possible in a given situation. Done right, it is possible to always give yourself a chance cross up every character.
One of the best situations to attempt an instant Ex.FBA crossup is after an Izuna Drop, because the relative character positions are always the same at mid-screen. You can use this starting point to use particular moves that always put you at a particular spacing before the crossup attempt.
You can wait right after the Izuna and then attempt the instant crossup, or you can wiff a move like cr.HK when they are still on the ground to keep your charge while moving closer by a precise amount. The choice you make in setting up your position sometimes matters in regards to whether or not an instant crossup is possible.
Each “frame” in this data represents a precise 1-frame timing after the Izuna Drop in which an instant Ex.FBA crossup might be possible. There doesn’t seem to be any move you can wiff that puts you exactly at the timing you need to launch, so it still requires waiting and timing to the exact instant you need. However, many characters share the exact same timing while others require you to launch an instant sooner or later. This data gives you a particular setup and then shows you what timings cause the attack to crossup, wiff, or get blocked. Frame A represents attacking relatively early and Frame E represents attacking relatively late. Reversals by the opponent tend to always wiff in the wrong direction since Vega is flying past their middle, even when your timing is off by a frame or two.
These are just 4 of the seemingly best setups. In the future I plan on doing this kind of analysis for Bloody High Claw instant crossups (on the way up) and option selects.
Izuna Drop, then no follow up moves before the Ex.FBA
[edit]Small characters might avoid this setup by blocking low. Such as: Yun, Yang
http://img811.imageshack.us/img811/4921/izunaexfba.png
Setups with more than 1 Frame of opportunity:
Seth (2 Frames)
T.Hawk (2 Frames)
Zangief (2 Frames)
Izuna Drop, then cr.HK to move closer before the Ex.FBA
http://img849.imageshack.us/img849/2739/izunacrhkexfba.png
Setups with more than 1 Frame of opportunity:
Gouken (3 Frames)
Honda (2 Frames)
Juri (2 Frames)
Rose (2 Frames)
Rufus (2 Frames)
Sakura (2 Frames)
T. Hawk (2 Frames)
Zangief (2 Frames)
Izuna Drop, then df.HK (Cosmic Heel) to move closer before the Ex.FBA
[edit] df.HK and Ex.FBA must be back-to-back, so delay the df.HK not the Ex.FBA
http://img28.imageshack.us/img28/2223/izunadfhkexfba.png
Setups with more than 1 Frame of opportunity:
Abel (2 Frames)
Guile (2 Frames)
Seth (2 Frames)
T. Hawk (2 Frames)
Izuna Drop, then HK.ST (HK Scarlet Terror) to move closer before the Ex.FBA
http://img839.imageshack.us/img839/1148/izunahkstexfba.png
Setups with more than 1 Frame of opportunity:
(none)
df.MK and MK.ST are worse than the setups listed above in terms of ability to set up a crossup. I have not yet tested LK.ST but suspect it is inferior to HK.ST. I also have not tested positioning moves that break your down charge such as forward-dash.