I understand. I do not want to waste your time.
Recently I’ve been juggling between four characters.
My two main characters: Ryu and Guile
And two characters new to me: T Hawk and Fei Long
I’m learning these two characters to expand my horizons.
Also, I find that they’re both amazingly fun to use.
Since I’m not use to using characters without fireballs, I tend to stumble when trying to reach the other player at times. I didn’t know that’s an art in itself.
But yeah, no hard feelings taken.
Good to get independent confirmation of that. I was starting to wonder if I was crazy. My recording setup was a little flaky last night, but I should be able to get the rest of the frame counts for you soon.
Oh yeah, learning a non-fireball character can be tricky since you’re so used to Guile and Ryu. You’ll learn the benefits though. I can’t really speak for Fei Long, but you’ve fell victim to it first hand with T.Hawk. He can get all the way to practically no life, but if gets in just one time it can end really brutally.
Cammy:
D. Jump Strong
4 20
Cannon Spike
4 6 11 6 5 5
4 6 16 6 5 6
4 6 16 6 5 7
Thrust Kick (last 5 frames are grounded)
4 3 22 4 4 5 5
4 3 27 5 5 8 5
4 3 32 6 6 12 5
Spinning Knuckle
2 6 4 8 11 2 5 2 2 3 8 4 3
2 6 4 10 9 2 5 2 2 3 8 4 3
2 6 4 12 9 2 5 2 2 3 8 4 3
:wow: No wonder SBF sucks so bad.
Sweet, thanks Rufus.
BTW, you got exactly the same frame counts for Cammy’s Thrust Kicks as the Classic version, including the last 5 grounded recovery frames. This is impossible, as everyone agrees that Remix Thrust Kick has much greater recovery, esp the Short. Even the total frame counts are exactly the same. The total counts should be more for Remix, or at least the descending or grounded recovery should be greater.
Short Thrust Kick <[COLOR=DeepSkyBlue]4 [/COLOR]3 {22 13} 5> = 47
(4?[COLOR=DarkOrange]3?[/COLOR]{22?13}?5) = 47
Forward Thrust Kick <4 [COLOR=DarkOrange]3 [/COLOR]{27 18} 5> = 57
(4?[COLOR=DarkOrange]3?[/COLOR]{27?18}?5) = 57
Roundhouse Thrust Kick <4 [COLOR=DarkOrange]3 [/COLOR]{32 24} 5> = 68
(4?[COLOR=DarkOrange]3?[/COLOR]{32?24}?5) = 68
Edit: the 1st post won’t let me add anymore data as I’ve exceeded the 25000 character limit, so I created a new threadfor the frame data.
BLITZ!
Wasn’t there confusion how hawk’s super could grab people as they seemingly started to jump, and we thought that his super was special, since we thought pre jump frames were throw immune?
I don’t know where you got the idea that pre jump frames are unthrowable. I’ve always known that pre jump and post jump frames are throwable. I never thought Hawk’s Super was special or that it can throw airborne opponents.
If you’re talking about that example I posted earlier about Kuroppi mentioning that Hawk can throw Dictator out of Devil’s Reverse, then you know that I said that Dictator is actually considered throwable for the 1st 7 frames of DR, even though his feet are off the ground.
But yeah, pre jump frames are not invincible to throws and never have been, as they’re grounded frames. The only time you can’t be thrown by a ground throw is when you’re airborne, completely invincible, during hitstun/blockstun or the 1st 13 frames after wakeup.
I remember hawk’s super being brought up in question because someone was saying they were being thrown during a jump. Idk, maybe it was someone else. I know someone had said they believed prejump frames were unthrowable.