I’m not saying you cant land either ultra after landing a CH on a standing opponent. I’m saying that the charge time isn’t the same. Why else do I get EX FBA instead of U1 or EX ST instead of U2 when doing the exact same motions after a CH
God dammit. I clearly did not tried to prove that we can land a CH on a standing opponent, see the first ultra, I didn’t need to charge. Anyway, fact is: U1 and U2 have the same charge time, which is 42f according to the game.
You get EX FBA because you didn’t had enough charge to U1. While you go from downback to downforward, and downforward to downback again you are still charging down, hence you finally complete the 42f to make the FBA come out.
Now, why you get EX ST? Execution error. While trying to make the U2 as fast as possible you didn’t went for the second back. Probably you went downback to forward, neutral/down, forward KKK.
There are no other explanations.
Well that settles that I guess (although I had hoped my proof via frame data would be enough) Al hail to the moddable PC version.

it’s because when you charge for u1/u2, you activate it with the final f/df/uf+kkk in the same timing as if it was a ST. e.g. i release charge at frame 42, and do a f+k at frame 43-44 to do a scarlet terror after a cosmic heel. When you’re doing your ultra, you are releasing charge at say frame 38-41 so that you can have time to do the full motion of the ultra and finish it at frame 43. but remember, you’re down charge is still charging while you are doing your ultra motion, so ex fba will still have charge. ex st would come out too because of sf4’s input leniency. kkk will come out if you lost that down charge (instead you’re doing db, f,b,f kkk) or you probably just messed up the inputs
I don’t think that’s how the mechanic works, the leniency you have only comes into play after you completed the charge. (And allows for dash ultras or walk forward ST). The charge time has to be fulfilled to the last frame without interruption. The inputs after that have that leniency frame window. Like Haztlan said, that also explains why EX-FBA often comes out out of an attempted U1, df is still a down charge, but the db chrage broke the exact frame you let got of the “b” part of db.
What makes it so hard to connect U2 instead of ST out of a grounded CH is the longer startup time of the move and the more complicated and therefore longer input requirement after you finished the same charge.

After I changed BALCERONA_SP to have 1f of charge from 42f I could do it instantly, as seen in the video. So yeah, what the .bac says there is no deny it. He IS the frame data.

Now, why you get EX ST? Execution error. While trying to make the U2 as fast as possible you didn’t went for the second back. Probably you went downback to forward, neutral/down, forward KKK.
Very interesting. So in fact, charge isn’t needed, it’s just a matter of speed of ultra input. Thanks for the insight. =)

The question is like “How do I do CH–>ST” in v2.0 And the answer is the same. No buffering. The charge is there as soon as you see Vega crouching after the CH. The key is how fast you can waddle the stick - just like in jump-in --> U2. I found no difference in doing df,db, df or f, b, f, - felt the same to me.
Try to do it on Balrog/Dahlsim in the training room, they stay in air significantly longer than other characters. From them work your way up to Akuma/Ryu
And I want to make clear that I never have and never will hit that in-game. This is all training room only. The thing I talked about in the other posts was always mid-air CH --> U2.
Edit: ah one thing I forgot: Max-range CH of course. Either hit crMK, crMP from point blank to get the spacing or better walk backwards after each attempt and try it “pi mal Daumen”.
Ok, so that does confirms what Haztlan said. Thanks for the tips, guys ! =D

gen and fei
Then you must go for a DP into the right direction. You must first guess from what direction the Vega player is going to throw you (cross-up for example), and then do a delayed DP accordingly. The more invincibility, the better, so go for the EX with Gen. =)
ok, i guess it i shouldn’t of used the word leniency. it’s just the matter of ending the move with f or uf. but yeah, charge as fast as possible, activate ultra as fast as possible. when i mean fast, i mean like “break your stick” fast
I just realized that Niah explained the thing with U1 and EX FBA correctly and tried to correct him falsely. My bad…

God dammit. I clearly did not tried to prove that we can land a CH on a standing opponent, see the first ultra, I didn’t need to charge. Anyway, fact is: U1 and U2 have the same charge time, which is 42f according to the game.
You get EX FBA because you didn’t had enough charge to U1. While you go from downback to downforward, and downforward to downback again you are still charging down, hence you finally complete the 42f to make the FBA come out.
Now, why you get EX ST? Execution error. While trying to make the U2 as fast as possible you didn’t went for the second back. Probably you went downback to forward, neutral/down, forward KKK.
There are no other explanations.
If it’s 42 frames then I should be getting Ultra 1 or 2 instead of ANY EX move. Why would charge stop for ultra but not stop for EX FBA or EX ST.
I get EX ST because I’m inputting U2 motion which is almost identical to EX ST motion
I get EX FBA because I’m inputting U1 motion which is almost identical to EX FBA motion.
If the charge is the same (42 frames) then my ultra motions shouldn’t be overridden with my EX moves. Otherwise EX ST and EX FBA do not have the same charge times as either Ultra.
I mean am I the only person that seems to think it doesn’t make sense that if EX FBA and U1 are both 42 frames of charge that it’s not possible to have enough charge for EX FBA but not enough charge for U1?
Dude. You have, lets say, 38f of db charge. Then you proceed to df, and then to db again. By then you have the 42f need for the EX FBA. But the 42f needed for the U1 were long gone when you went from db for d (you had 38f that time, in this example). So its obvious that EX FBA takes place.

Dude. You have, lets say, 38f of db charge. Then you proceed to df, and then to db again. By then you have the 42f need for the EX FBA. But the 42f needed for the U1 were long gone when you went from db for d (you had 38f that time, in this example). So its obvious that EX FBA takes place.
I guess I really am the only person that fails to see how this makes sense.
FBA needs down charge. Not downback. When you are at downforward you are still charging for FBA, but no for U1;
U1 needs down + BACK charge. As soon as you leave the downback you are no longer charging.
If you still fail to understand I am afraid I can help you no longer.
the only possible thing i can think of if ex ST comes out is if you screwed up your inputs. you might of did db, f, b, kkk, f. that’s the only thing i can think off. doing cosmic heel into either ultra’s or even reacting to fireballs can create mistakes because you’re in a hurry to get that ultra out

FBA needs down charge. Not downback. When you are at downforward you are still charging for FBA, but no for U1;
U1 needs down + BACK charge. As soon as you leave the downback you are no longer charging.If you still fail to understand I am afraid I can help you no longer.
Oh ok. I get what you’re saying now. It only appears that the charge time is shorter than 42 frames because I can continue charge while doing the motion, where I can’t cheat and have to wait the entire 42 frames of charge at down back in order to execute U1
On another note… I’m getting pretty good at walk forward ST against throws. Stupid leniency
i said all those things 18 posts ago
I said first!
hahaha

i said all those things 18 posts ago
Hazlan made it clearer
I was wondering : are there known differences between PC, PS3 and Xbox versions of SSFIV AE ?
Each time I’ve gone into an IRL event implying Xbox version, the game seemed a bit slower (this being particularily noticeable on cLP links timing). If it was indeed easier to link cLP cLP into that slower version, the thing was that having to slow down cMK cMP made it a bit harder.
I’m asking that because I’m wondering if Capcom, in order to ensure 60 fps on different hardware materials, didn’t fine tune game speed on each support. Am I imagining things, or what ?
vsync…and possible usb lag. other than that, i’m not sure :(. how about the arcades? what do you think the arcardes timing is relative to pc/xbox? i know ps3 is slower by 2 frames, i can’t link anything on that system. don’t know why them American’s use it in tournament for so long…
Without a source, just from my memory: PS3 version has 2 frames input lag, the xbox version has one frame, which is in fact the arcade perfect one (which also has one frame lag) and the pc version is in fact one frame faster in regards to input lag. So if you play with vsync off on your PC it very w3ell could be that you are used to the most responsive version, which differs from the standard (xbox/arcade).

vsync…and possible usb lag. other than that, i’m not sure :(. how about the arcades? what do you think the arcardes timing is relative to pc/xbox? i know ps3 is slower by 2 frames, i can’t link anything on that system. don’t know why them American’s use it in tournament for so long…
I never tried onto arcades, I only read the story about PS3, and saw by myself that feeling over roughly 10 to 15 different Xbox maybe. Included some on « zero lag » liyama screens. And it always felt slower than PC.

Without a source, just from my memory: PS3 version has 2 frames input lag, the xbox version has one frame, which is in fact the arcade perfect one (which also has one frame lag) and the pc version is in fact one frame faster in regards to input lag. So if you play with vsync off on your PC it very w3ell could be that you are used to the most responsive version, which differs from the standard (xbox/arcade).
That’s interesting, that would confirm what I felt.
What’s the story about VSync ? =)

I never tried onto arcades,
Since you have a working pc there is no need, Just torrent the leaked Taito Type X (2) games, SSFIV AE and SF IV are among them. With all the switches between PS3 and PC and online play in general I couldn’t tell a difference, to be honest.
What’s the story about VSync ? =)
Well the ingame vsync adds a lot of input lag, at least on some machines (My old laptop with a Radeon card had this issue, my new one with a Geforce not). This is clearly a bug and I f you had this issue you would have noticed it. Furthermore, having vsync on in the driver’s control panel (to get rid of the tearing on LDC Monitors) in combination with triple buffering may cause also some lag but this is more of a religious debate. The same goes for the ingame vsync option if you do not suffer from the bug I mentioned above.
You can test this without a scientific environment if you do visually induced 1 framers (RCF FADC crLP or EX RCF crMP) with vsnyc on/off (and triple buffering on/off) and see if you fell a difference. Muscle memory 1 framers like crLP crLP wont be affected naturally.
I always play with vsync=off to be on the safe side. Online play adds enough lag already, plus during game play I do not see the tearing anyway.