Did he actually block then SRK you or did he just AA you with SRK? Nothing wrong with the later, the former would mean it’s probably unsafe.
You know I’ll just test it now.
Edit:
Tested it now, Ken’s MP DP can’t punish walldive on block at any height, claw or not. Even if you hit as high up as possible, the recovery is so fast you can always block. No let me test it’s frame advantage…
Actually I can’t. I try to record Ken jumping so I can test who gets in the air first (simply way to test frame data), but the game gets really finicky when I try that and will only start playing the recorded jump off of Stand Fierce for some reason.
Update: I forgot to mention EX roll is safe. QCB+P (Claw swipe) is also dp safe, even the EX version.
And yes Eternal Blaze, medium and heavy rolls are unsafe as well.
Yep, I was testing it too. I got the same results from my watch by just recording a large sequence of lp, mp and hp dp’s. It’s definitely a simple case of a hurtbox vs invincibility frames or a larger hitbox. Not an issue, I was not expecting ST barcelona level. It just look real silly getting hit by a DP when it looks like nothing touched you. I’m itching to test the waters with vega but Ive only had one match with him
I’, fairly tempted to use him I gotta say, I’m really enjoying his mobility. The range on towards HP is RIDICULOUS. Holy shit.
i wonder how many characters actually have 3f moves now? are there still 3f jabs and such? with throw being 4f last i heard it’s possible that it’s not unsafe vs everyone.
Using the “Record Guard Recovery Actions” and “Set Guard Recovery Actions,” I had the dummy Vega reversal GID after blocking LP and MP ASE. I put myself in the corner to mitigate pushback. I hold up to jump after the ASEs to try to escape the GIDs. Here are the results:
LP GID - Punishes LP ASE, whiffs on MP ASE
MP GID - Punishes LP ASE, whiffs on MP ASE
HP GID - Whiffs on both
EX GID - Punishes both
This isn’t a perfect test. In those situations where GID whiffed when I jumped, I went over those and didn’t jump. Those GIDs whiffed again. So their reach were too short to punish. But at least we can see that GID functions like most command throws (light being the longest but weakest, hard being the strongest but shortest, medium in between). However, here we also see that EX GID has more reach than LP GID.
Of course, but what I meant by “just”, was that it looks/feels like they’re doing this without any overall plan/goal regarding what kind of game they want SFV to be.
Generally, as a punish, GID isn’t the best. As in the same situations you can punish with GID, you can punish with c.MP and BH s.MP which have more damage potential. That being said, GID is still an invaluable utility option.
What are vegas decent crush counter options? I’m finding myself wishing st.HK CC didn’t launch, so you could get the barehanded target combo x EX walldive afterward