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Frame traps/Block-string Data

Cr. LK (blocked) options [+1] Cl. HK - High parry only beats Jump (will lose to 3f normals or faster) Cr. MK - Low parry only (will lose to 4f normals or faster and throw if mashed there) Opponent can jump out Delayed Cr. LK's - Low parry only beats jump beats mashing Kara Throw beats blocking  Shimmy into (?) beats opponent looking to tech St. LP (High/Low parry-able) Safe on whiff (-1) Un-Jump-able Parry Catches crouch-tech, button presses, etc. Cr. LP (blocked) options [+3] - the same as Cr. LK but a few are a bit more potent Cl. HK/HP - High parry only beats jump 2f gap between buttons Cr. MK - Low parry only Opponent can jump out (loses to 3f normals or faster and throw if mashed there) Cr. HP - High/Low parry beats jump (loses to 3f normals or faster) St. LP (blocked) options [+5] - the same as above but some even more potent now Cl.MP - High parry only Perfect string (can even walk up and hit-confirm target combo) No gaps Beats jump Works on Ibuki, Makoto, Alex, Oro, Chun, ...

Parried Normals Frame Data

 Oro: St. MP - -18 St. HK - -23 Cr. HK/HP - -24 St. MK - -21 St. HP - -23 Alex: St. HK - -36 Cr. HK - -35 Cr. HP - -29 F+HP - -23 St. HP - -19 Dudley: Cr. MK/HK - -28 Elena: Cr. MK - -19 F+MP -  -21 F+MK/Sweep/ - -27 B+HK - -20 HK - -23 St. MP - -22 Slide - -32 Remy: St. MK - -19 Cr. MK - -25 Cr. HK - -26 St. HP - -20 F+MK - -23 Hugo: Cr. MP - -19 St. MP - -22 Cr. MK - -25 St. HP - -23 Urien:  St. MK - -20 St. HK/Cr. HK - -25 St. HP - -20 F+HP - -24  F+MP - -19 Ken: St.HK - -22 Cr.HK - -32 Makoto: Cr. HP/F+HP - -24 St. MK/HK - -18 Q: Cr. MK/MP - -19 Cr. HP - -22 St. MK - -20 Cr. HK - -41 B+HP -  -26 to -18 St. HK - -34 Ibuki: Cr.MK/F+HK - -19 St. HK - -24 (always) Cr. HK -  -28 12: Far MP/Cr. MP/Cr.MK - -18 St. HP - -21 Cr. HK - -35 St. HK - -29 DRA: -39-38 AXE: anywhere from -21-19 Gouki: Far HP - -28 Cr. HK - -31 St. MK/F+MP - -23 St. HK - -25 Ryu: St. MK - -21 Cr. HK - -31 St. HK - -23 Yang: St. MK - -20 St. HP - -23 Cr. HK - -25 Chun: St. HP - -23 Cr. H...

Taunt boost data

Neutral Jump HP - 15 Stun 1 taunt = 16 stun 1 1/2 taunt = 17 stun 2 taunt = 18 stun 2 1/2 taunt = 19 stun 3 taunt = 20 stun F+ HP - 12 stun 1 taunt = 12 stun 2 taunt = 14 stun 3 taunt = 16 stun J.HP/Cl. HP/MK Tornado/etc - 13 Stun  (+5 for Target F+HP link) 1 taunt = 14 stun 2 taunt =  16 stun 3 taunt =  17 stun Cl. HK/Far MP/etc.  - 11 Stun 1 taunt = 12 stun 2 taunt = 13 stun 3 taunt = 15 stun Far HP/Forward Throw - 10 Stun 1 taunt = 11 stun 2 taunt = 12 stun 3 taunt = 14 stun Cl. MP/Hadou Burst/etc. - 9 Stun (+1 for Target Combo) 1 taunt = 10 stun 2 taunt = 11 stun  3 taunt = 12 stun EX Dragon Smash/Tackle - 16 stun 1 taunt = 17 stun 2 taunt = 19 stun 3 taunt =  22 stun Wheel Kick (EX if all 3 hits) - 19 Stun 1 taunt = 21 stun 2 taunt = 23 stun 3 taunt = 26 stun EX Tornado - 19 Stun 1 taunt = 20 stun 2 taunt = 21 stun   3 taunt = 24 stun EX Tackle - 25 Stun 1 taun...

Safe Jump Analysis

Introduction Sean recovers from a jump faster than most characters in the game, only having 1 frame of landing recovery as opposed to 2 and a overall shorter jump animation when its played out.  Frame data Sean has 2 different safe-jumps that are possible: +37 advantage +38 advantage With that in mind, I wanted to see about Meatying with max range late J. HK so that I get the most advantage and meter I can get while still maintaining some semblance of safety on offense. As Sean jumps its either: Empty Jump  Late J. HK If they QS then the options are: Cr. MK x EX Tornado or SA1/3 Sweep UOH Cr. LK DED (when applicable)  Kara Throw If they don't and the late J.HK whiffs, the options are: Whiff Jab - Cl.HK (Meaty) UOH Character LP Dragon Smash MP Dragon Smash HP Dragon Smash EX Dragon Smash  Chun-Li x Whiff St. LK then Jump Forward x x Yun Wait a frame then Jump Forward x x x Ken Wait a few frames then Jump Forward x x x Makoto Whiff St. LK...

UOH Bible

Work in Progress Cr. LK tick Cl.HK into Kara HP UOH Shotos, Chun, Mak/Urien/Remy/Oro (Kara HK UOH), Twins, Remy, Hugo Delayed Target Combo into UOH (up close) Shotos, Chun, Mak, Urien, Dudley, Ibuki, Remy, Hugo Cl. HK tick (take a step back) UOH Shotos, Chun, Mak, Urien, Dudley, Ibuki, Twins, Necro, Remy, Alex, Hugo Cr. LK x St. LP x Cr. LK into UOH Shotos, Chun, Mak, Urien, Remy, Alex, Hugo, Oro Cr. LK tick Cr. LK x 2 into Kara HK UOH Mak, Ibuki/Twins/Alex/Oro (Kara HP UOH), Remy, Hugo HP- Towards HP into UOH Shotos, Mak (walk a step back), Ibuki, Remy, Hugo, Q, Oro EX Wheel (blocked) into UOH Shotos, Chun, Remy, Hugo Back throw, UOH Shotos (require St.MK to move forward and Kara HK UOH), Chun (Kara HK UOH), Mak, Urien, Dudley/Alex (take a step back), Ibuki (Kara HK UOH), Twins/Necro (step back Kara HP UOH), Remy, Hugo, Oro HP Dragon, dash UOH  Shotos, Remy, Alex, Hugo (delay the UOH a bit), Q

Oki Data

To further optimize things, I decided to log down the amount of time Sean gets on his KND's (not counting SA2 since taunt oki and Wheel Kick knockdowns are far in between and it varies depending on the height they get smacked down from) Hadou Burst Sean isn't granted the amount of time of okizeme as say, Gouki but he does get time to set some things up. The amount of time Sean gets off of quick cancel is set in stone but if he late cancels off a Cr. MK at max range, he gets rewarded with extra frames of time to set something up. Urien - +60 on knockdown normally          - +62 if Cr. LK Cr. LK x St. LP or max range late cancelled Cr. MK (mid screen standing)          - +64 if max range Cr. MK (midscreen crouching)          - +63 if max range late cancelled Cr. MK (cornered crouching) Oro/Elena - +39 on knockdown normally        - +43 if max range Cr. MK or Cr. LKx2 (midscreen...

Sean vs Chun-Li

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon