Anyone else notice something weird with counterhit combos after close standing mk? for some reason after close standing medium kick xx crouching Heavy punch xx ex whip of Love (whiffs) on some characters. sry excuse my bad notation
It worked because of the dps horrible design. It’s a reversal that has only 4 active frames of attack, which also has a gap of recovery in between the small amount of active frames. So it starts up invincible for 5 frames, has the first 2 active frames on frame 4 and 5. Then has 3 frames of recovery that has no invincibility what so ever, then an additional 2 frames of active attacking on a hit box slightly higher then the first hit box/active frames, then goes to an airborne state (Un throwable) for most of the remaining recovery frames.
In the 3 frames of recovery and following 2 active attacking frames, poison can be thrown or even sucked in by tanden mid reversal. It’s quite retarded
Cr. MP into LK Axe Kick is not a true block string. St. HP/Cr. HP is though.
Close MP into MK or LX Axe Kick is a true block string.
Also, to be clear, you can punish LK Axe Kick on block, but not MK (unless you use Ultra 2 possibly… need to test this). You can punish the unsafe block strings into MK by mashing out a DP between the hits.
No - those 3 frames of recovery are still grounded (which is the part that sucks about this move).
Sorry if there was any ambiguity, just trying to highlight how useless I feel EX LMT is in the long run. I thought a CH cr.HP (anti-air) into ex LMT would redeem its qualities in my eyes however it seems they are not in a juggle state from CH cr.HP (it does work on grounded opponent though). I even think Combofiend tried to go for the CH Cr.HP anti air into LK LMT in the exhibition video several times - its quite sad that it doesn’t work LOL.
For the meter EX LMT is faster (22 frames as opposed to 27) and does 10 more damage (I guess they really tried with that one :p) than the normal LMT and frames 1-26 is projectile invincible as opposed to the normal where frames 13-25 are able to go over fireballs. For the meter I don’t think its worth it. Since EX is faster it would be ideal for combos, but the only thing you would really combo off of is EX rekkas (which means 2 bars - seems like such a waste ). The distance EX LMT moves forward is also laughable imo.
In xT EX LMT did 50 more damage (200 and normal did 150), it was an overhead, the follow-up did not automatically come out, meaning you could combo off of it, it tracked from full screen (and was fireball invincible). This allowed Poison to get in (especially against characters like Akuma). in xT lk LMT was also fast enough to combo into i.e CH Cr.HP anti air into LK LMT + follow up as well as ex Rekkas, cl.mp/cl.HP into LK LMT +follow up.
They are two different games and SF4 has a smaller screen size (maybe that’s why Hugo has a hard time transitioning:P ) so I wouldn’t expect a tracking EX LMT. Overall the usefulness of EX LMT in USF4 is elusive to me.
It hits hard, 200 damage and a hard knockdown on hit, it’s fully projectile invincible. It can be comboed from cl.hp actually. Focus attack/j.hk, cl.hp xx ex lmt is a pretty good 1 bar punish combo. The hard knockdown leads to free set ups and pressure. Her meaty fireball set ups after can be safe from reversals and timed to cover dwu easily. It’s +2 on block so it gives you frame pressure afterwards if failed to land. It has a lot of active frames and a beefy hit box. This move has no down side to it. Also a move that adds more utility to the regular version usually comes with the cost of less damage, this move adds more utility and more damage on ex.
There will be a new patch out on August 8th. This is what it will fix for Poison:
When standing from crouching motion: A bug that made Poison’s hurtbox around her legs temporarily disappear during this motion has been fixed.
Close standing LP and LK, far standing LK, crouching LP and LK: The chain-cancelling input window for these moves had been different from the ones for other characters – this has been corrected.
Crouching LP: When chain-cancelled, this move’s active frames would activate 1F later than usual – this has been fixed.
Far standing LK: When chain-cancelled, this move’s active frames would stay active for 1F longer than usual. Also, the move’s recovery had an additional 3F. Both properties have been fixed.