To aid in st.hp coming out without getting stuffed in neutral, zangief’s cr.lp compliments st.hp nicely, since you can check them for +3 adv on block/+5 on hit at max range and then go for st.hp to, effectively turning it into a 10/5 frame startup move(its essentially a long range frame trap convincing the opponent to chill out more or risk getting duffed)
For comparison, chun li’s st.fp starts up in 11 frames
Stupendous also does this quite a bit, going for lots of cr.lp and placing st.hp immediately after them at times while mixing in dash up/f.mk or do nothing, and at first I thought he was just being erratic but then I thought about it and it’s genius
Agree. The only way to make the standing HP competitive is to be at +5 on hit from the crouching LP, and space it far enough to have button priority over their 6 to 7 frame start up mediums. Then you should get the crush counter.
Even though it dose a lousy 40, it’s like a frame trap starter, leading to meaty headbutt.
The frame advantage is so huge, that it’s even possible to dash for a cross under, confuse their block, and be at advantage if you hit them early with the standing LP, easier against neutral jump.
Could be a good way to land cross under crouch LP. Standing LK xx Lariat.
Alex surprisingly has combos, something highly illegal for a grappler! At least he’s an almost true rendition of his SF3 self. YOU CAN’T ESCAPE!!! … HYPER BOMB.
Could uncharged st.hp also be a potential anti air? I can’t test it out since I’m at work but I really want to look at this. Despite starting up slow, we gain armor in time to absorb whatever jumpin attack is coming. What I can’t calculate in my head is whether we’d be able to hit them in time successfully.
I think that could be a non issue if st.hp is done early, idk, I can’t calculate this scenario properly in my head.
But if CCing with st.hp as an AA happens, would we get an ex spd followup? I think st.hp sends people flying when it hits them in the air as a cc, but, still, it does significant damage.
While it certainly has use as an AA at times, its a bit spotty since the armor is on the windup on the punch moreso than the extension. So you kinda have to absorb a hit, and then let it go. Which can give them time to hit the ground and/or recover from their attack, resulting in a regular hit or even a punish on their part.
Because you have to deal with the jumping attack using your armour. You can’t attack without absorbing the hit first, as the attack portion doesn’t have armour.
Ryu’s jump is 3+38+4 and your standing HP starts up in 16.
From the apex onwards, by the time your armor absorbs say Ryu’s jumping MK (6 frame startup), there’s only 13 frames left before he lands and 4 more from landing frames. So you can’t land it. It will get blocked, and you will be slightly negative (-1). And that’s for early jump ins.
Hitting a non-charged Standing HP raw is suicide, because of its inferior anti-air hit/hurt box. Plus, its slow startup.
I know we aren’t going to get all of the buffs we are asking for but if Giefs vskill didn’t take off white life how do you think that would effect his standings in the tiers?
having 3 v-trigs would be awesome, we would have the ability to punish stuff that would be unsafe against any other character that gief couldn’t punish without the 3 v-trigs.
Yeah if you need a go-to thing to toss at them on their wakeup or landing and don’t think a throw is a good idea, you can’t go wrong with headbutt.
If you’re feeling real cheeky and think they’ll press buttons, you can go for a sHP or sHK for the CC. You’re definitely gambling at that point though.
If you think they’ll be smart about your spds and jump, you can jump along with them and spd them anyway, lol. Its both effective and demoralizing.
Also you can always just start poking at them with jabs and other quicker moves.