Warning: Incoming Noob Question
I was considering the options listed and referring specifically to the CH option, I noticed sometimes both ryu and vega will whiff each other. From the frame data it says ryu recovers in 14 frames on cr. mk and vega recovery is 10+4 frames. Firstly i have no clue what the +4 means and why not just put 14. Secondly Ive been using whiff option select for a while (eg slide OS for back-dashers) however i was wondering how exactly do you compute the difference in recovery of a whiffed move vs a blocked move.
I think I can help out if I understand correctly what you’re asking…
OK so the reason the recovery (that is, when the move can no longer hit the opponent) of CH is split apart is because the first 10 frames are different than the last 4. The first 10 are AIRBORN (meaning if you get hit here, you’ll just float in the air until you hit the ground), and the last 4 are GROUNDED (meaning a full ground-combo can punish you). Total, the move has 14 frames of recovery.
Now you can still be hit out of any part of the move (even before the recovery, such as when the move is starting up or “actively” attacking), but the 14 frames are for when you are in a completely vulnerable state at the end.
If your opponent blocks, they will be LOCKED into blockstun, meaning they can’t move, for a certain period of time. The FRAME ADVANTAGE ON BLOCK column will tell you how long they are in a blockstun state at the end of your attack’s recovery. +2 frame advantage means your recovery ends two frames BEFORE the opponent is even out of blockstun. This is a great situation for you! If your frame advantage is -3, it means the opponent recovers first, and a 3-frame jab will still be able to hit you before you can block.
The frame advantage listed assumes you are hitting on the first possible “active” or attack frame of your attack. For example, if you do cr.HK (sliding kick) and connect only with the tip, you are hitting later than the slide COULD hit, and so the opponent starts their blockstun a lot later compared to when your recovery starts, and you will be in a safer frame situation than if you did it at point blank.
Hope this helps
Hey. I wasnt expecting such a quick response.
Ok that part i get. However just to be a bit clearer I will use an option select to explain. If i do cr. lp~Cr. Hk~Cr. mp (option select to counter back dash) i will get a slide if my cr. lp whiffs and a combo if my cr. lp connects. This works because if the cr. lp connects there is no opening to do a cr. hk and im guessing the opening becomes available when i whiff because i somehow recover faster. If what I have there is correct then what i would like to know is how much faster do i recover on whiff moves?
Oh yes yes. What happens is that when you hit your opponent, the hit or the block animation actually freezes all gameplay for a few frames to show the blue or orange sparks. This is what causes the timing difference that allows wiffed-move option-selects.
Nope, the range was nerfed in AE by putting the hitbox inside the hurtbox. But the active frames have indeed been buffed to 5 vs 3 in 2012.
Another unecessary buff for the ever top tiered shoto. =)
Then do not look a the speed of his (comboable) sweep either, or you’ll get as frustrated as I am. ( ‘_’)
But indeed, range is the weakness. I studied the problem when I was raising Rosie to B rank, and I was quite shocked to see that her cMK had better range than Ryu’s one. =)
Does anyone know if Fei Long’s scars in his alternate costume has anything to do with Vega? They seem like they were made by his claw.
Idk if you’re being sarcastic or not lol but if you’re not… I’m pretty sure it’s a reference to one scene in Enter The Dragon where Bruce Lee gets sliced or clawed by the main villain.
http://fabulalife.com/blog/wp-content/uploads/2012/01/bruce-lee-enter-the-dragon.jpg
I though the main villain in Enter the Dragon was Vega? Just the director’s cut without the mask?
has there been anything significant found for Vega? Or is it still the same old same old
Same old, footsies, kara/cosmic/counterhit, cross up fba gimmicks
I did find out that c.mk randomly completely whiffs on gief if u hit a jump in on him, wich is very wierd and kind of frustrating when you finally get a chance to do some juicy damage to him
That’s strange. I tend to overuse cMK, and it never happened to me.
I had similar issues when trying to link a cLP after at cMK : you’ve got two frames to hit the link normally. On some characters it appears to hit on the first frame, to whiff on the second, and to be blocked normally if you’re a bit late. I think it’s related to their hurtbox being thinner than the one of average chars, and then coming back while idle animation starts, but it’s strange nevertheless. ( ‘-’)
Regarding pedoviejo’s question, sure you already know the njMK safe-jump after an izuna ?
ah, OK then, thanks. and lol, that animation at work.
yeah, its a hit box animation thing. Its always a hit box thing animation thing.
Crossover meaty CH. Other than that nada
Sent from my HTC Evo 3D using Tapatalk 2
has to be frame perfecg also right?
Recently i coudn’t help but notice i have a lot of problems facing Bison… mainly with 2 things:
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Double knee press (is there a way to punish this on block or i just have to bear with it?)
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His thrice-damned air game!! Headpress+followup, devil reverse… i tried to AA with nj moves but doesn’t seem to work…
Any help would be really appreciated
yeah but after a few tries it’s about as hard to do as a crossover EX FBA
video?
That post Izuna 3-frame reversal safejump (dash; nj; late jmk) from neth is also fairly new isn’ it?
Edit: tried to use proper english this time and neth discovered it not triasnt - too bad I am beeing quoted
Only EX is punishable on block. Other versions aren’t except from point blank (and only noob dictas would use them from such range). Light version wouldn’t is neutral, and I’m wondering if it wouldn’t be slightly positive from max range.
So, watch your range :
— First ranged knee press, specially light ones => block, he could just follow with an EX one (invincible) or an sHK to stuff you.
— Second knee press, or point blank heavy/EX version => you can punish
Head press can be aithrown in reaction, if you’re quick (he musn’t be already above you).
If it’s too late, you can block, focus + dash, focus + slide… At the moment I’m wondering if an njMP wouldn’t beat it, but safest options when being in doubt are block/focus if late, and air grab if early.
I thought Neth’s setup was new indeed. =)
Sent from my old PC using my keyboard.
Haha, it certainty could be interpreted that way. Vega is the only one in the whole cast who completely has Fei’s card. Maybe Fei has a few other bad match-ups, but no one is capable of dominating Fei-Long the way a capable Vega can.