Sagat's DP, FADC is -1 on block. It can be punished by Zangief's Super/Ultra, Honda's Ultra and Akuma's Super, but it can't be punished by any other move. Then those moves are the only 1f moves in the game. The rest, like Ryu's DP, Sagat's Knee, etc etc etc are 2f.
Proving this further Gief Vs Gief Normal green hand on HIT is -1 Gief Can punish it with Ultra Normal green hand (hit) > ultra (other gief hits ultra same time) The gief that got hit by green hand wins (legit punish) +0 situation Both gief start the match and do ex green hand+ultra Both will whiff ex GH and the ultra
Yep. And I'm thinking with cancellability/linking, if you link say, cr.LP, cr.MK, you need to press MK at the last frame of cr.LP and the next frame cr.MK will come out
Now that you said Ultra vs Ultra (both whiff due to the invincibility), I tried SPD vs SPD and the 1P always wins.
Actually its the player on the 1p side If you replicate the same if P2 is on P1 side he will win. this is priority apparently on command grabs.
I don't know if I like this more than how "trade" command grabs work in AE or the other way around. Both aren't very fair, one being the one on the 1P side wins and the other completely random.
Another example for gief vs makoto meaty setup (Hit) Ex chop, chop, dash, ultra Gief ultra as fast as possible Both will whiff Gief Green hand > makoto ultra's cause its -1 Gief Ultra as fast as possible Makotos ultra will starts first but will win over gief.
So the key to win a match against Zangief is to wait till he gets Ultra, get hit by or block a Green Hand, mash Ultra and pray for the Zangief to also mash Ultra.
I swear to god it's harder to do a stand 720 on volt compared to console. Must be the equalized prejump frames or something. Also, reversal ultra on a blocked green hand (even ex!) is a punish, not the lulzfest you expect, Varo :3 On hit though :3 In the meantime... Volt Mak is so much fun! I finally figured out the meaty timing for Mak's Oroshi (the overhead chop). Counting frames here btw: 1. Sweep hit and recovery frames 2. Mak stands 3. Down back (hold onto it!) 4. K (crouch short) 5. SP (chop) will allow you to combo without counterhitting and allows you to combo backhand on counterhit corner watch your range for that to work. stand strong, towards strong can both be used but you'll need to quick crouch to time it because they're too fast on their own, you end up whiff. Recovery on crouch strong is too slow for it to be the frame meaty enough to combo (unless I'm just butterfingers.) Atm, the combo for me to get the most off of it: (no bar) Chop -> cr.mp xx hayate (CH+corner 0) Chop -> cl.hp xx feint -> s.mk xx hayate (1 bar) Chop -> cr.mp xx ex hayate xx dp (and whiff axe kick for shenanigans, I guess) basically with counterhit setup in corner with whatever combo, you backhand xx feint -> stand medium kick xx whatever (1 bar CH+corner) Chop -> cl.hp xx EX Oroshi. Now, this actually lets you set it up all over again. This time, the meaty frame setup is one after another as fast as the game allows: 1. EX Oroshi knockdown + recovery frame etc (her crossing fist stance is the last frame) 2. stand strong 3. crouch short (no crouching shenanigans this time!) 4. Oroshi And that will hit meaty again, resulting in getting DP'd in the face, a rage quit, or a salty but resigned console player going "okay that would have hit me on AE too" (2 bars) end the EX hayate xx DP with an EX axe kick. So much stun! (2 bars and counterhit + corner) Idk, I didn't want to be creative. I was thinking maybe to do the 1 bar ex oroshi "reset" up there, then going for some EX command grab shenanigans if you really want to burn the bars. (3 bars) Okay, this seems to beat people who mash jabs through strings. Do the 0 bar combo, FADC focus level 1 the hayate (hit the ex focus at level 1) dash forward (don't dash twice by accident) and EX command grab. It'll eat up normals with armor. (4 bars and ultra I guess) chop -> cr.mp xx hayate xx super xx ultra. If you know who Gootecks is and that he's tried to learn makoto, have him say in your head "hello, guys. apparently... no one uses Mak super". Pretty sure that's a quote xD Note: The only game I took off of Tenonez with my Mak against his Yun in a ft15 or something, I used super in round three, but by accident. I think he was so confused that Mak had a super that he stopped blocking, because I was so confused I almost stopped mashing stand medium punch.
Nvm it seems you cant mash the cr.lp you have to time it perfectly for the punish. If you mash it gief will grab with ultra. If you time it its a proper punish.
@JonathanLUNG http://www.youtube.com/user/ric121706 I'm not going to post here all the videos since that would slow down the page, but there you have most setups after a hard knockdown with either cr.HP or EX Oroshi into stuff. Regarding Makoto being fun, she's fun for sure. I also like Yun. Maybe Abel and Fei too. I find the rest of the characters to be quite boring.
@Harle What you posted about using Ub/Uf for point blank command normals.... Is it possible that it is a kind of jump cancel? Cancelling the prejump frames into the command normal? If soooo, then the big question is, how many other things can you jump cancel in volt? Evading SPD on Wakeup FTW!! ?????