Why does this work

pick strider and pick sent as cpu in training mode

now wiff a j.rh away from the opponent and try to double jump after it wiffs. It won’t let you.

now j.rh on sent and double jump after it. It lets you. hit or blocked. It just has to make contact.

it seems to me that hit\blocked moves have some of their retraction frames taken away. is that right? i’m just my guess why its doing that but visually, you can tell that strider is getting out of his animation faster. How else would that be explainable except that its faster on contact somehow?

one more thing:

pick strider then pick cable as cpu in training mode. set cable to crouch.

get right next to cable and jupfwd and hit short. Strider should hit him overhead except after the hit, he wont be able to turn around to face the sprite afterwards. He’ll face the direction from which he jumped.

get right next to cable except this time, jupfwd, lk, mk. The mk misses but strider now turns around mid air to face the opponent why?

Chaining normals does cancel frames. If you do j.lp, can you double jump after?

yes. You can wiff a j.lp or a j.lk and you are able to double jump afterwards.

and no, I am not chaining that j.rh. Its j.rh solo.

wiff j.rh solo = no double jump
j.rh solo on contact = double jump

I don’t even think that I mentioned the word " chain " in my first post.

this doesn’t have anything to do with your question but how do you set the computer to crouch and jump block. I play on the ps2 version and theres no options like that available to me.

It’s not that frames are removed, it’s that successfully attacking an opponent causes a hit stop. Basically your character freezes in place for a short time, apparently long enough for you to recover earlier in the arc of your jump than you normally would.

If you’ve ever played on an emulator with cheats, play a vs game, disable “hit stop” and then try to perform an air combo. It’s NOT easy cuz you’ll fall way earlier than you expected, and in fact most air combos will not work without it. (Actually some impossible ground combos become possible)

As for the second thing, attacking an opponent causes you to face them instantly. When you hit the mp, Strider was already on the opposite side. I’m not sure if maybe there’s a delay in turning around in mid air if you don’t attack but it sounds like on a normal jump it’s delayed until you land.

Seems to me like the double jump is like a chainable normal (e.g. lp mp), then, since it only lets you double jump after an attack if it lands.

In the air, characters don’t freeze when they hit or get hit, otherwise the jerkiness would immediately be noticeable. Frames ARE cut short during chaining… I don’t know how to explain this to you. If the recovery frames aren’t canceled during a chain, combos would take forever compared to their duration now.

As above, character freezing has nothing to do with it. I’m curious, though - which games have “hit stop” codes?

Wrong. The most common example is probably Cable’s crossup nj.hk. He doesn’t turn around until he lands.

FinalBurn had it for Marvel vs Capcom. It also has infinite chains cheat. Combine those two and your combos look like autocombos. It’s kinda funny.

But you don’t need to go through all that trouble to check if hit stop exists. Try this: Time a normal jump with Psylocke with a stopwatch. Now, do one rep of her normal jump infinite on Sentinel and time how long it takes for her to reach the ground again. That’s the hit stop at work.

And sadly, double jumps don’t cancel normal attacks. Would be nice though.

I think we’re both a little wrong on the second thing though. I don’t remember if you turn around on the first attack of a normal jump if you happen to pass over them. But we’d also have to make sure that the Cable crossup doesn’t actually start before you switch sides (that kick takes a good chunk of time to execute).

PS: Yes, frames are cancelled in a chain (which becomes even MORE apparent when you remove hit stop). But the first question didn’t involve a chain.

I am not about to time that, but I don’t believe that the times would be any different. Even if they were, they DON’T FREEZE. If you meant to say that they slow down when you hit something, say that instead. Besides, it makes no difference if they slow down or not, the frames get cut short. End of story.

Double jumps don’t cancel normals, but I hope you don’t think that was what I was inferring.

Let’s analyze this, shall we?

case 1: Cable starts j.hk on the “front” side, attacking frames start when he is in front
case 2: Cable starts j.hk on the “front” side but attacking frames start when he is behind them, and he hits behind
case 3: Cable starts j.hk on the “front” side but whiffs because he lands before attacking frames come out
case 4: Cable starts j.hk on the “back” side, whiffs

Case 1 is old hat. In case 2, he does NOT turn around when he hits. I don’t believe that case 3 ever happens. Case 4 is irrelevant. Now tell me, if I have interpreted your very poorly worded statement correctly, why does it matter if Cable starts j.hk in front or behind? During a normal jump, a character will NEVER TURN AROUND.

<<PS: Yes, frames are cancelled in a chain (which becomes even MORE apparent when you remove hit stop). But the first question didn’t involve a chain.>>
My response was to this:
<<it seems to me that hit\blocked moves have some of their retraction frames taken away. is that right?>>

God, why am I wasting my time?

[media=youtube]nijOuB7W078[/media]

1/4th speed video, no other edits (Sorry about the bad compression).

And sorry, but you had that as a response to my quote so I assumed you were addressing the same thing.

when i pick strider or cyclops and i do a normal jump and whiff a move i can never double jump, i thought this was some faulty programming. cuz i can nj.jump and do no attack and double jump but if i whiff an attack i cant double jump

What is that video supposed to show? And I have no idea how it should look like because I don’t play at 1/4 speed.

say striders j.fp is 8 frames on wiff. Now if you do it and it makes contact, its 5 frames. Thats what he means when hes using the term hit stop. Moves that hit on contact are going to have less frames than wiffed moves even though they are the same move. Its the only explanation on why j.rh on contact allows you to DJ.

if its a setting on the ROM games, it must be an old observation. It was probably in xvsf or early street fighters like A3 or something. I just noticed it out of the blue one day.

j+lk, wait, dj+lk. It’ll work with both characters probably.

I’m not sure if you can wiff a fierce with cyke and DJ. Strider definetly can’t from NJ height.

No, I do believe he meant that characters literally stop moving momentarily.

Yup, if you look at the video, watch the jump-in and air combo. Sabertooth actually stops moving during each attack. I wish I could show you what happens when you remove hit stop, but I lost my screen capture program.

And I just tested it. With hit stop, Strider can follow up with a double jump. Without it, he can’t, whiffed or successful. Though yes, this was in Marvel vs Capcom.

By the way, hit stop is not in any way unique to this game. Near as I can tell, most fighters have it. The following definition was taken from a Guilty Gear page:

“Hit Stop: Amount of time both characters are ‘frozen’ when an attack connects.”

And yes, now that they mention it, the character being attack also suffers from this freezing effect.

i remember the no hitstop cheat. when u hit a character with no hit stop, they take forever to hit the ground and u can chain stuff thats ridiculously impossible.

as far as characters turning around instantly, in Magnetros video, he shows a combo where Magneto and sentinel are facing the same direction with sentinel on the left and magneto on the right, but magnetos j.fp rk hits sentinel even though he isnt facing him.

I must apologize. Hit stop does exist.

when you go to dummy options and you go to the screen that say
Normal(or something like that)
Player
CPU

Press X on normal and it should take you to a different options menu.