Our very own DoctaMario made the front page of TouchArcade! http://toucharcade.com/2012/05/13/toucharcade-app-an-ipad-version-the-back-button-and-some-tips/
Not quite, but there are some easy setups that bait out uppercuts Yes, but te mechanics are slightly different to AE
I dont understand the science of VOLT all that well, but I feel like Bison may have safe jumps? I think it is something I just picked up by experience and use it subconsiously?
Do you mean in the Japanese server? You can do a search for players on BN if that's what you mean. Man, I can't keep up with this thread anymore. How the hell is everyone?
You might be doing something close to a safe jump because that's jump the timing you've found that works. Jap server has less than 10 pages of online players. Us had over 800 last time I checked
After a throw with Bison you can jump safely without the risk of getting DP'd. Basic Safe jump. Safe Jumps are only done after hard knockdowns, so for most characters their only Safe jumps will be coming from sweeps and throws. A safe jump is just a jump-in that allows you to block in to avoid your opponents Uppercuts. Ryu-Ken-Akuma are practically immune to safe jumps because of how fast their Shoryuken's are. Now the real purpose behinds safe jumps is to make your jump safe in a way that gives off the impression that it isn't safe and makes your opponent want to DP it. So in this next example, Bison can Throw->Cr.MP->Jump kick and it should be safe if done right.
Still needs some work. The highest I got was about 2k because I don't have enough time to play these days. Felix whipped my Abel around a bit earlier in some laggy matches. GGs Felix. Even with lag you're fun to play against.
I'm not sure if I have enough time but am around to at least get them started if you want. I may end up having plenty of time.
Added a sheet to the spreadsheet (http://goo.gl/9V8ww) detailing wakeup attacks (moves you can do after you get knocked down), startup frames and if it has invincibility frames. Of course you could teleport, marseilles roll or back dash away, but these is for the interest of safe jumps Sourced from eventhubs, but data is not 100% accurate. characters with sucky wakeup options: Abel Balrog (12 frames on headbutts) Chun Li (EX SPD is only 6 frames, EX kicks is 4) E Honda (Best is Headbutt, both 8 frames) M Bison (Standing K is 6 frames. Both Psych Crushers are 14) Makoto (Fukiage is 8) Sakura (cr hp is 4 frames, but no invincibility) Slightly less awful Blanka (4 frames on both vertical rolls, but only EX has invincibility. EX Electricity is 5, and both forward rolls are 6) Cody (Jaw Crusher is 6, but no invincibility frames. Ruffian Kick and EX Criminal Upper are 7, the later has invincibility frames) C Viper (Thunder Knukle is 7 frames, but is saved by invincibility frames) Dhalsim (EX Yoga Blast is 5 and invincibility. But hitbox sucks) let me know if I missed anything or something is clearly not right
Maybe I've just been lucky in that regard. I can almost always find players since you get partial matches and don't need to type in full names.
Reaching 2k is impressive considering RQuitters and devoting little time Hit me up in half an hour or so if you have time for a freindly.
Thanks for the info! So how do I read this (take blanka for example)? If upon doing a wake up electricity the opponent has a four frame advantage on me? Meaning, in order to be safe and to get them with electricity I have to do it at least four frames before they get up?
The startup value is the number of frames before the move hits the opponent. So in the case of electricity, they have a 10 frame window of opportunity to punish. All these moves are options after you get knocked down. Technically, your statement about starting electricty early is correct, but electricty probably isnt a good choice on an opponent getting up, because you lose to SRK/Super/Ultra etc