I don’t like the EX FBA now. Can’t really snipe opponents anymore, doesn’t hit crouch opponents even at point blank. Even when opponent is standing there is a chance they will not get hit at all at mid-far range.
EX. ASE is kind of risky as a counter tech to throws as it has a really big 12 frame startup.
It could be incorrect. To try it out, put the dummy as anyone with a 3 frame jab and record it doing that jab with reversdal timing upon block (or better, Ken with jab srk). If after doing st.HP point blank you get hit, it’s -3. If not, it’s less than -3.
Yeah this data is wrong because I’m not being punished by a 4 frame normal on block with raw st.hp. This incorrect data is really fucking with me. Smh.
Google docs has incorrect info on some moves, but it has the correct info of st.hp being -2 on guard. I dunno what data to use anymore lmao.
i recorded the dummy to neutral jump, st.hp (claw on) once landed and insta-blocking. i couldn’t punish it a single time, using ryu 3f jab and sho… so i guess it’s -2.
I’ll check the guide again when I get home, I may have made a mistake. It’s also possible that the guide went into print before the final changes were made.
Will update this post later tonight
EDIT: The guide definitely says -3, I’ll test it myself and make changes if necessary. Thanks to those who pointed this out.
@Sevans Trust us, it is definitely not -3. It’s -2. Raw st.hp with claw is -2 as well as claw -> SC. I’m testing this by setting Dhalsim to st.lk me after guard stun, and my st.lk which is 3 frames trades on every correct exchange. His st.lk is 5 frames. Come to think of it, I dunno why the SC still ends up being -2 when it is supposed to be a quick cancel which should negate some negative frames. Oh well.
I’m using 3 sources for frame data and they all have 1 or 2 incorrect pieces of info. For instance, if anyone is seeing that Dhalsim has a 3 frame jab, he doesn’t, its 4 frames.
It’s not that I don’t trust you, it just never hurts to check!
I’ve changed the original post to reflect -2 on claw s.hp on block. If you see other frame data around the net or find other inconsistencies in the Prima frame data, please tell me here. I’d like to keep this as up to date and correct as possible.
New here, thanks for posting this, very helpful.
I’m quite new to frames, Whats the on hit frames for jump attacks for follow up? from my experience i can do a jump hp follow up with MTA. that means… jump HP has at least a on hit frame of…8?
Also I hear or see you can C.LK into a light roll, how is it possible with the high/er startup frame for light roll? 8 vs 4
That makes sense, when I hp them right at the tip (high up) i notice sometimes they are able to block my follow up standing HP, that or maybe I got fat slow fingers and just pressed it late haha.
are you able to explain how to cancel moves, i remember watching it done in sf4 (i’m new to fighting games btw) and never understood how it happens, if you can refer me to another guide like the frames one ^ there that’d be much appreciated.
To cancel moves, you have to do a special attack as the move is hitting. That way, your character will go directly into the animation of the special move instead of the recovery animation of the normal move. Use for example Ryu: try to cancel his crouching heavy punch (cr.HP) into his hadoken (down, down-forward, forward + punch, also noted as qcf+P). If you do his cr.HP alone, you’ll notice his fist starts from around his chest and rises well above his head, then he retracts it. If, as soon as you hit cr.HP, do the qcf+P motion, and it successfully cancel, you’ll notice that the animation of the cr.HP stopped right at the begining, when his fist is around his chest, and instead of continuing he’ll do a hadoken that should connect for a 2 hit combo.
I’ve chosen this example because the cut in the animation is clear and because it’s an easy cancel to do. Other cancellable normal moves (not all are) will require different timings and speeds. Oce you know a move cancels, it’s a matter of practice.
And btw, cr.LK for Vega doesn’t special cancel, you’ll need cr.LP for that.
thanks for that, one last thing, when you say you gotta do a special, i’m guess you mean it has to be an ex move? just wording in the command is confusing. can you give any examples for vega? I haven’t really fiddle around with any other characters
A special is anything you do with a motion or charge plus a button (with few exceptions). EX moves are powered up versions of specials that are done with 2 buttons, just that. Specials for Vega are switch claw (qcf+P), the roll (qcf+K), etc. To repeat the example I gave you before bu with Vega, stitch Vega to the no claw mode and do the same, that is, cr.HP cancelled into a special, in Vega’s case let’s use the HK roll, qcf+HK.
Vega’s Clawless c.hp is listed as 0 on hit, and therefore +2 on CH. But on CH you can link into his st.lp, which is 3f. So that is either an oversight and cr.hp is at least +1 or something weird is going on.
Edit: This is an even bigger deal when you notice that Clawless cr.hp is active for 4 frames AND forces standing. Very good potential meaty.
Edit 2: It’s an easy to use meaty. But on hit it pushes them too far for anything but cr.lp xx lk.roll or EX.FBA. I feel like you should be able to get cr.mp to combo if you tag them on the last frame or two but I can’t get it to combo.
Claw s.HP xx SC is -2 on block. If you s.LK you can trade with 5 frame moves.
Sheathed claw s.HP xx SC is +1 on block. If you s.LK after you will always get counter hit against 3 frame normal attacks. If you c.LP you will trade with 4 frame normal attacks.
Clawless s.HP xx SC is 0(!) on block. If you s.LK after you will trade with 3 frame normal attacks.
Apparently, we need to know frame data for 3 different states of Vega