I’m bringing this up in the Ryu thread because I’m worried he might have gotten the short end of the stick again (got the shitty s.lp, for instance). Ken’s tatsu keeps the opponent standing and can crossup?
You don’t believe? Belief has nothing to do with it. Just comes down to practice. If it happens in 15 frames or more, you can react to it. S.mp starts up in 5 and has 12 frames of hitstop. That’s 17 frames. You’re good to hit confirm. The problem I had, and I imagine some other people have when hit confirming is that I used to see the 3rd or 4th frame of them being hit instead of the first. Once I started seeing the first frame of hit/block stun, I was able to hit confirm everything that I saw other people doing. Like c.mk xx ex fireball, fadc, ultra in 4. I could never hit confirm that. Then one day it clicked and I saw what was happening quicker and it became easy.
1: Spacing helps you determine what your next move should be before it even happens, this improves reaction time greatly.
2: Learning the speed of the move you’re trying to confirm is basically what @dannkk was talking about. Once you can start to sense/see when a move hits or gets blocked, it becomes mostly muscle memory and your going to react faster.
3: Training. Like I was telling Art earlier, going into training mode and setting block and CH to random, and then practicing until you have near 100% success rate helps a bunch. Of course in a team match it will be harder, but if you follow all 3 steps then you’ll be able to do it pretty consistently.
I wish I had videos of me doing it to show proof, I’ll try to make some when the next beta comes out.
Most people have reaction times in the 2-300 ms range, so 12-18 frames. Throw in input lag and net lag though and you are pushing out of that. Not saying people can’t but it sounds a bit like best-case…
Caveat: I have old man reactions compounded by being a newbie.
I’ve got them old man twitch reflexes. One hit confirming off of a heavy is simple but a medium is tough. Ryu’s St.mp does seem to be one of the easier ones at least
It’s a link, so you’re forgetting the recovery frames. Assuming you’re trying to press the button in the middle of the buffer, I think you have 27 frames to hit confirm, which is all good. 17 frames would be like hit confirming cr.mk -> tatsu, which isn’t really something you see people doing.
The problem I have with one button hit confirms is it gives me less to time think about what mix up I’m running on block, which makes my pressure much less scary, but running good frame trap mixups that aren’t just wheel of options is something I need to work on anyway.
I have terrible reactions and i can hit confirm from a single cr mp with shotos in Ultra. It just takes practice.
As for Ryu getting the short end of the stick because his tatsu crosses up, excuse me but are you serious? Ken has exactly two buttons that are safe on block without being light attacks, his standing hp and his back mp. Taking into account the short range of his moves you get a rushdown character that has to take really big risks when he tries to do his thing. Ryu on the other hand has very good and very safe buttons, the easiest links in the game and crazy damage to go along with them. Do you want him to just be better at everything?
Another case of Ryu and Ken players competing to be the better shoto LOL. Ken thread has people down about how Ryu is better than Ken. Ryu thread has people down abou thow Ken is better than Ryu.
Sounds right now that it’s just a grass is greener effect. People just see some things Ryu has that Ken doesn’t and vice versa and just wonder why they don’t have it. Ken’s downsides are short buttons and uncertain potential for his V Skill. While Ryu may have slightly better buttons but not as strong mix up or any tatsu crosses. Seems like both shotos are just stuck wishing they had more of what the other shoto has.
Then there’s Cammy who’s arguably a non fireball shoto and probably better than both of them LOL.
Exactly. Those two had to become more unique, so it’s only natural one picks this when the other picks that. Besides it’s too early to form conclusions, the game is still in development. Most characters will probably end up playing very differently than they do in the current versions.
As for Cammy, she only seemed tough to me when i was using Nash. Ryu seems to handle her just fine.
I’m an idiot, you can’t hit confirm off of the startup. It’s hitstop + recovery, which is 24 frames, one less if you’re trying to do cr.fp in the middle of the buffer, slightly longer if you’re going for a slightly easier combo.
I don’t agree with how you’re conveing the frame data (start up on s.mp doesn’t matter and the window to react is much shorter since you have to account for the next’s moves startup) but now that I think about it I do see/do stuff like counter hits into ultra. That’s counter hits though and usually heavy normals. Maybe s.mp is borderline reactable, maybe.
But in all my life playing I think I’ve only seen one guy who could hitconfirm cammy’s cr.mk xx spiral, but I think he negative edged the spiral. Yesterday I was in the 3S section and saw an oooold topic where people were discussing if it was possible to hitconfirm Ken’s cr.mk xx SA2 lol.
s.lp is indeed decent vs crossups and ghetto antiair
v-trigger to stop time and punish a fireball with super
It seems he can cancel pretty much any normal into v-trigger now.
I actually was looking into it and trying to compare this video with the earlier ones. His cr.mk seemed to work fine in this video, so I was trying to pinpoint a common string where it would whiff before and connect now, but I couldn’t find anything. They didn’t use it after a blocked s.mp so that’s unfortunate, but it always reached after cr.mp and cr.lp, cr.lk.
And then looking at the earlier vids his cr.mk worked better than I remembered/expected and generally didn’t whiff as much, except vs Birdie. So at this point I’m thinking it’s less of an issue on the move itself, but maybe on the model of some characters? I dunno
You don’t believe?
Don’t even look in the direction on third strike then.
With Ryu in 3S I consider close strong -> shinsho to be the edge for me personally. That’s 18-20 frames.
Don’t watch TM confirm with Q’s low jab either, which is about 14-16 frames of time. Granted he uses DED for that probably but I like to think he’s just a god.
Remy’s super confirms are considered insanely easy, they are around 20-24ish frames (close strong/forward)
by comparison standing strong in 5 gives you up to 32 frames lol.
no wonder no one was responding to what I was talking about with counter-hit allowing different combos so we need to be able to easily see the counter-hit (instead of regular hit) to take advantage. you for some reason didn’t realize or even mess around with confirming which is going to be HUGE in this game with how much hitstop there is. It’s great, you can actually recognize in real time what’s happening and capitalize which is awesome for counter-hit situations. standing short goes from doing nothing on normal hit, to being able to confirm and link a strong shoryu or a low jab, etc. A counter-hit jab can be linked into his fierce-> roundhouse target combo.
I don’t like how after Ryu(maybe others too, haven’t seen their vids) does his CA, he has already recovered and he’s still saying his “Hadoooookeeeeeen”. The sound just doesn’t match the animation. The long hadoken makes it sound like it was a lot of work for Ryu, but the recovery says it wasn’t.
Look at older games like Alpha series. The voices coincide perfectly with the animations.
Maybe it’s not a big deal to you guys, but it is to me. lol.