There's A LOT of additional frame data information that explains how this works and why this is difficult to execute depending on the situation. Thanks for watching! I'll keep everyone posted if there's any changes in the future. x.com/HatsonFGC/status/1813931398992220509 x.com/20130602st6/status/1813428914414612748
Does this work with charge character moves? Specifically Honda's headbutt and sonic boom And what would happen if my wake up option directional input was: Holding up/left And then waking up with going to up/right and the button to release the charge move
@@dorjedriftwood2731 in street fighter it means Overdrive (the EX move where you glow yellow) In NY it means something was overdid, Overdo (odeeing) or overdone (Odee'd)
just because all the various buffs in other areas took him from near unplayable (at high level) to actually pretty darn good (at least upper half of the cast atm). I really hope he doesnt get completely gutted in the next big balance patch, but he's probably going to get hit in some way because grappler archetypes just piss people off
He means it because spd isnt the only thing you can jump cancel, you can jump cancel OD sway and OD adamant flame that beat both meaty throw and meaty buttons, Ed can wakeup od windmill which is a safe wakeup 100% of thr times. This isnt about gief or snake eyez, this is about the characters that are already really strong, they can get absurdly stronger when you can no longer pressure them on their wakeup because their jump cancels cover 2 or 3 situations or flat out cancel out the opponents offense
I love how chat is all "charge characters are broken, i better start charge" charge characters have always had a small tell disadvantage, where hiding charge is necessary for strategy. Taking a single positive from a handful of negatives.
I mean, charge moves are historically better than non charge moves frame-data wise too. It's why guile has been so oppressive in the past, he wins pretty much every fireball war.
@@Noko744 How does your SF2 example invalidate the other comment that obviously wasn't just referring to SF2? Is it that hard to agree with someone on the internet ffs lol
@@xravenx24fe he referred to charge moves historically being better in the past then stated guile wins almost all fireball wars. Since we’re talking historically that includes sf2. The comments not meant to invalidate. More specifically guile loses the fireball war (especially against O.ryu) because sonic boom is charge, not in spite of it. He still has a fine matchup though (again unless o. Ryu) because of other factors
I dunno if it's necessarily harder at least for Hugo, since his super jump startup is 8f. Its a very workable window. Also a big reason tachi gigas is possible.
Think about it. This guy got knocked down but can throw on wake up even though the other character is plus and trying to throw they end up taking damage instead.
People are freaking out, but this shit is extremely hard to do consistently. Plus it loses to tick throw setups which people use a lot. Kobayan is a godlike player
It doesn't "lose to tick throws" you're technically just mistiming it on the interaction. The same way it'll get beaten by a non meaty throw. It is very hard to do though lol.
@@BlackVegetanot really. The top 1% maybe, but the vast majority won't even attempt this most likely or past 1-2 times after getting punished for *trying*
what I like about this Jump Cancel tech is that if Terry Bogard's Rising tackle is a charge move, it will create some interesting tech. Take care, Vesper!
so many different things they can do with his moveset it's hard to say. potentially jump cancel L rising tackle may be used as a throw callout with the idea you're talking about. would have to see if guile can do that already.
Jump cancel is a giefs bread and butter since a lot of our optimal punishes come from it. Jump cancelling out of a meaty grab can be quite challenging depending on what special you are trying to pull out, command grabs are just the easiest to get consistently but you can jump cancel Akuma's OD adamant flame for an auto shimmy, not only will it avoid the throw, but it'll flat out shimmy you if you try to meaty the wakeup, its kind of insane if you can get the timing down.
I don’t think they should fix it. For how strong throw loops are and how they’re making sure its normalized to the point they’re giving DLC characters throw loops , having a really good callout that’s easily blown up by doing a meaty feels like a perfect counter akin to doing a DP. As a Gief player tho, yeah they can tone it down lol like let him have it, just not with a punish counter OD SPD, maybe make it so he can only do it with Light SPD
Man you gotta change that thumbnail, this ain't no exploit its tech. When you call it an exploit people are gonna ask for changes or nerfs even though this requries a good amount of labbing and is a normal (hopefully) intended execution
Technically it's both. It's a tech that exploits jump cancelling. No different to how plinking exploited how SF4's game engine read multiple button strengths.
@@akachijones8044I agree this isn’t a glitch, but jump cancel spd was useless in sf2 because spd was frame 0 and prejump frames didn’t have throw invincibility
I don't know if other people already have said this, but Vesper, your English is very good to understand for non-native speakers. It's easy keep up with every word you say.
It has been found in SF4 and SF5 as well. Even in early days of SF5, people would call this option select "busted". It did nothing. And for Capcom, this is not fixable. If they disable jump cancelling or minimize the pre-jump frames, then doing SPD motion will easily cause character to jump instead of SPD. It will ruin the experience of players. Tho it is possible to disable this for non-SPD characters, for SPD and down-up charge there is no way to fix this.
It's in most games with 360 and charge motions. It's meant for input leniency. Otherwise, grapplers and charge characters would be extremely difficult to play since their specials would essentially be "just frames." And you need the pre-jump frames otherwise up-backing would be the best wakeup option in a lot of games since the opponent wouldn't get a full combo. Jump canceling has been here for decades and it's not going anywhere.
Technically, I think it could be fixed by roll-back. And this roll-back does not matter much because it will always result in a successful throw. The throw animation will give player enough time to react.
They could fix this by making the pre-jump frames a seperate state so that you're technically still grounded as far as interactions are concerned, then from frame 5 onwards you're in the airborne state. Maybe Capcom are reluctant to add more things that increase overhead as far as performance is concerned (online especially) but it's definitely fixable.
@@lian-r7n I think the "roll back" solution would work, but I would probably call it something else (since this is not the same as "roll back" as in netcode). Just to elaborate how this would work is that when you get thrown in the pre-jump frames, the game registers that but let you keep jumping (they can't remove throw invincibility from pre-jump frames as this is critical to the core premise of "hold up to avoid throws"). However, the moment the input engine detects a special move during the pre-jump frames, it will now immediate register as you being thrown by the previous command. I think an easier and less complicated solution would be to simply convert some of the recovery frames of the attacker's throw / command throw into active frames if the game detects a throw against a pre-jump characters. This would still mean a normal jump would get out of the throw, but the moment you go into a special move's startup frames (e.g. SPD) you should no longer be pre-jumping and now the throw will get you. It's easy to see in the frame meter as well which is why I like this solution.
I hope Capcom let's this ride. It's an interesting defensive option that takes a good amount of skill to use consistently and it has weaknesses. It makes the game more interesting and makes crucial moments in tournament more hype. While much of what you showed definitely presents strong defensive options, none of them are straight busted. Leave it be, Capcom!
@@adriandenton6637yeah ex only seems like the more balanced option imo a defensive option select should cost meter, and that’s coming from someone whose weakness is throw and is absolutely about to lab this. Still v strong at 2 bars, just requires a bit more thought, as it should
@@truueindeedi meaty. Jumping doesn’t make you invincible to normals, like he said. Throw is only half of the strike/throw mix, so as a defender, you still have to make a read that they’re gonna throw pretty much. You get hit by the meaty, if they block you lose your turn in all but blanka’s case (I’m gonna try to finesse Akuma ex fireball when i get home tho 👀), certain shimmies will still work by the looks of it to me (will have to lab that too), so it CAN cover three options, but in practice it’s gonna be around a 33% success rate on a read. I say 33 bc it’s 25% pure success (throw gets counterhit) and 25% pure fail (counterhit by meaty) 25% up in the air (jump shimmies still smoke this, certain fast ones do too I’m sure), I’m calling undependable more of a fail since why wouldn’t I just 4fr? If I neutral jump over a gief when he does this he eats almost optimal damage off of falling jHP lol And 25% fail-leaning since when they block it’s not like you go back to neutral. Unless you’re blanka, you lose your turn when you do this, and most characters are gonna be flat-out punished for it, so that’s not super dependable outside of the chars mentioned too. But mostly meaties. You should go for meaty a bit more often than throw anyway as a general rule, since it has higher reward and only risk is reversal. People can’t just do this willy-nilly lol. But it is strong enough that I think it could stand to cost meter. Making it cost two drive wouldn’t change tooooo much since like I said you won’t be doing it left and right anyway, but it would add another layer of thought to it in meter management
Jeez my bad. TL;DR Meaty counterhits this and most people go for meaties more than throws bc a combo does more damage. But since it’s a defensive os it feels fair to restrict it a bit
the only question I have is, isn't SPD vulnerable to this as well? Would be a mind fuck for someone to do the jump cancel spd only to be negated by a jump cancel DP.
I assume only the person who is knocked down and waking up in this situation needs to worry about it? The attacker has the advantage of dictating the timing, such that they don't need extra invulnerability, right?
@@PipeRetrogamer that can't happen because the SPD itself doesn't actually have any throw invul. The reason it can whiff punish throws is you're basically giving it extra startup frames by jumping.
I'm surprisingly okay with grapplers canceling jump frames into a command grab... i'm not so sure about Ed and Blanka going into a lvl 2 sequence tho lol.
I tried this as Blanka, out of 20+ tries I got 1. It is really hard for me to press 3 buttons at the same exact frame AND time it with the pre jump frames. With Zangief on the other hand I can do maybe 30% of the time. It is not much, but is WAAAAAY more consistent than with Blanka.
Gief has multiple reasons to use this tech: 1. He has no fast reversal 2. His back dash is too slow to punish >= +2f throw whiff 3. He has 5f pre jump to cover +2f to +5f throw without delay 4. SPD beats block/shimmy Even Lili didn't meet #2, besides them only Honda needs jump cancel buttslam / od hands to beat +4/+5 throws.
1:25 [ for future use ] This is where the explanation starts 2:47 example starts 3:44 example finally starts 5:42 against another command grab 8:00 JCS 9:00 charge characters are lame 10:20 example finally shown
kobayans defense is so much stronger just by showing people he's willing to do it. it's a crazy amount of pressure alleviated. I haven't seen anybody do it as consistently as kobayan, he's a freak of nature
What's crazy is I've been doing this since the beginning as a Zangief player but didn't understand why it worked the way it did against meaty/frame tight pressure lol. Now it all makes sense
In old sfiv days players used to delay wakeup shoryu/ex. This is kinda like it but with some advantages. Hope to see more of what players can come up with. Its fun
I've been doing that since SF4. I even have a clip of me doing it versus Vega's Wall Dive Grab as Ryu with a Hadouken in SF5. He was confused since I won the round that way when he thought he'd Grab me out of my Hadouken. He did some research and learned this skill then posted a Vega mirror match version to Twitter. I'm glad it was stated this is not new tech. This scene loves to say something is new just because they don't know about it.
I never noticed how much Ryu's chin clips into his gi and chest during his idle animation. It's pretty bad. I wonder how that slipped past when they were making the game considering Ryu is one of the main cast members.
Vesper, sorry to burst your bubble, but Bison can use OD PSYCHO CRUSHER with the same jump cancel tech. You hold back and do a half circle finishing in forward jump and it will work and be safe. It is having a 3f window for success, so it is quite hard to do. But the good thing, you can even do this on block and not only on wakeups. It is a forward jump to so it is an option select to get out of the corner.
I think it’d be cool if they kept it but made it so you HAVE to use an EX move. Idk how they’ll program it but spending bar to get the right read and swing the match in your favor, doesn’t seem all that bad.
I think for simplicity's sake, they should remove this jump cancel tech, but in compensation give characters EX moves that are throw invincible or normal throw invincible.
@@rybread_art Yep! It's not gonna be intuitive for new players but that's why they're new players... also meaty or neutral jump into full combo beats it clean already so it's not like there's no risk. After my post, I honestly think there's NO WAY Capcom can program SF (any SF, not just 6) to fix this problem without removing throw invul from prejump or preventing special moves from executing in prejump frames. Which will never happen.
@@rybread_artits not "some" execution brother, its hard as fuck, Kobayan drops it A LOT if they somehow made it only od version nobody would use it because it would become to much of a gamble just to beat the throw, you would put like half of your drive meter on the line
Man, it is so funny to see people's reaction to this. I was wondering what this was about when I saw this in my notifications, but this is just jump canceling. For all the people in the back; this is NOT a glitch. This is common knowledge in a large variety of fighting games and a technique there as well, the main difference being when and where it is used due to the nature of the game that you are playing. If I recall, you can use this in say... King of Fighters for example with Vice in order to OS a Command Throw or Hop In with her Overkill, or OS a Delayed Button Mash or back up with her dragging command grab (this is by technicality possible due to the game mechanics, but is very difficult to do. If you want an easier one with her, just use Deicide instead of Gorefest.) It's kind of funny that Proximity Throws beat this ENTIRELY in basically every game they are in. It's also in older Street Fighter's. It's actually very useful for 3rd Strike in particular on defense, and is common place for dealing with offense in that game. It shouldn't be removed because it is NOT BROKEN, nor meta breaking. Just some extra tech that helps add some spice to the game. Will obviously lose to literally any meaty button ever. Although I will admit; I feel silly for not thinking of using it like this in the most basic way on my own. Oh well. This is surprisingly super useful for Lily if I can cancel it with the options that I think. So thank you very much. Since I'm not on Twitter, this is usually how I find out about tech like this. I'll give it a try. Thanks Vesper Arcade.
Hmmmm I WISH it got removed, but when tokido was spamming jab drive rush buffer against someone in the corner it got changed so fast but like you said this was in previous games AND snake eyez already did this in a tournament as well so it's not like they didn't know it was in the game already, I know meaty beats it but I think it's kind of lame getting a better punish ONLY on wakeup if you guess that you will get grabbed correctly.
@@dddaaa6965 You are welcome. Don't worry, everyone's still learning and stuff. It is a developers job to know what are glitches and what aren't. So this certainly won't be removed, and if it WAS, then that would a real bad decision if you were to ask me since it would be needlessly taking away player expression further. Generally speaking, this will REALLY NOT matter much until a certain level of skill has been obtained by both players. Considering that this loses to direct meaties, while this is in fact really useful (I've been doing it unintentionally with Lily for quite a long time now, now I will just be using it intentionally) it's still from their perspective a direct guess on the defenders part. It's still in the attackers favor heavily, and gives you a clean strike punish if you guess right. Even if you don't, we all know most characters in those situations are still safe on their strike pressure anyways. Plus, this likely won't majorly affect tournaments tbh. Most tournament players have already known about this for years and years. It is just becoming more popular and trendy nowadays. They will use it when they can, and when they can't. Usually the places that they will do it won't be directly noticeable. I will say; maybe it becoming more popular will mean that they will use it more consistently, but I can't say for sure. Just don't make a super big deal out of this or anything. It's really good when used in the right places, but that's about it.
@@adriandenton6637 All this tech does is carry over the properties of a jump into a special move of any kind. It's not a "reversal" in the traditional sense. It only beats whatever a jump would beat while adding an offensive special move to the mix, and will still lose to anything that beats a jump, since you are applying pre-jump frames to the startup of the special move that you are doing. Since there is not many real Frame 1 Invulnerable Move to strikes that loses to throws in the game as far as I know, it's not the most useful as that. Even in the cases where there is one, that doesn't make it full proof. Even Marisa's JC EX Scutum will lose to a properly timed meaty, because you are adding the total pre-jump frames to your special move input, meaning that during those pre-jump frames, you CAN be hit out of it, even if the special move you are doing is Frame 1 Strike Invul. Now technically, you could be godlike and cancel the jump on the... 2nd frame? of the jump in order to make it a 1 Frame Meaty to get a true punish and also avoid the throw, but that is supremely difficult. Although, you *did* give me an idea on something to lab today in Street Fighter VI. So thanks.
Genuinely, I really like it as a feature. It's a really fun way to beat throws. Geif has other things that'd I'd nerf before, because despite the fact that I love how good he is rn, he is a little overtuned.
wait, so honda's EX hands--typically it's not invincible to throws? I would think that and blanka's EX electricity move would ordinarily be throw invincible anyway? are they strike invincible at least/in other words, are they invincible reversal type moves? cuz those are... already throw invincible (e.g., EX shoryuken)
If I’m understanding this correctly, this may actually be huge for Honda. OD invincible hands is good, but I’m more thinking ex headbutt. Ex headbutt is almost a dp except since it’s armor and not invuln he can be thrown out of it. If I’m correct, using sumo slam and cancelling into ex headbutt with the override basically means Honda now has a DP type reversal cause you can’t be thrown out of it. Sure it’s very punishable on block but that’s not the point. You just do this everything you would normally want to use ex headbutt and have the added benefit of beating throw. Someone let me know if I’m wrong cause I haven’t labbed yet
So this is why zangief can wake-up with SPD. I've seen "pre-jump" frames mid combo before and, though it seemed weird, I thought it was maybe a visual frame meter bug or some other strange quirk that didn’t have actual gameplay implications. Boy was I wrong. Is this a glitch or an intended mechanic because this would be super useful for certain characters to combat throw loops and would make throw defense in general more dynamic.
Since SF2, this has been the case with Zangief, and random other grapplers, as well as random other moves throughout the entire history. It’s nothing new, but like he said, now is being noticed.
Hey Vesper. Thanks for the video and explanation. Could you explain how Rashid could do this? I heard you say he could use his OD Arabian Skyhigh but I haven't been able to replicate it. Thanks.
Is the 360 not invincible to throws? I thought you couldn't throw the SPD. If they do SPD on wakeup, and you go for a throw, I thought you get SPDed. In SF4 for example, Abel and Zangief's command throws were throw-invincible.
Capcom went the route of pretty much only keeping intentional things as far as mechanics go. I can see them patching this out as much as they can because it goes against the whole gameplay design of SF6. Personally, I loved this kind of stuff back in SF4, but this time around, I'm leaning towards keeping the gameplay design/direction tight.
bro its an easy fix if they want to fix it, if you input up to jump and sucessfully evade a throw, make it so that you can no longer can cancel those prejump frames into a special. so the character actually jumps, evading the throw, and no special is able to come out
@@YUSSUFXVI I'm saying the same way throws beat buttons as in, buttons would only lose to throws if you hit the throw during the button's start up. Throws only beat spd if they hit spd during its start up, if spd or button is already active then throw loses
So you want more help than you're already getting by using assisted controls? You didn't want to worry about execution, but you want to try to "execute" this?! Make it make sense. 😆
The command grab ones and just frame ones i honestly dont have a huge issue with, but these charge move ones are a bit crazy and seem too easy and safe for what you get for them
They removed lily's ability to jump cancel everything but SPD, so jump cancel SPD is intentional going by the dev notes so grapplers having that seems to be intentional. They should remove every characters jump cancel specials as they counted it as a bug with lily.
Is it possible that the most meatiest of throws beats this? I labbed a super meaty throw, and it looks like the air grab doesn't work/the throw wins. A slightly less meaty throw, and the air grab wins. Is this true?
Ok jump cancel that last comment. I figured it out. My circle motion wasnt enough. Now I got it down perfectly, when I can do it. It works on all air tight grabs and command grabs.
I would imagine a super meaty throw should work to defeat this. You need it to be so meaty that it's not active on the frame your opponent is getting up (since throws only have 3 active frames). Instead, you need that throw to be delayed enough so that it's active on say frame 4-6 instead. It's still enough to beat any wakeup mashing (since fastest normals are 4 frames), and should be able to be slow enough to catch Zangief's SPD since his pre-jump frames are only 5. It won't work if your meaty throw is there right on frame 0 though because your throw doesn't have enough active frames.
I think there are a couple reasons. For Zangief you need it to allow SPDs to work. Otherwise people will misinput SPDs all the time. Even if you remove pre-jump frames (or call it something else), you still need some extended input leniency for Zangief to be able to do the SPD a couple frames after holding up, and holding up happens to be how the game wants you to escape being thrown. That means pre-jump frames or not this would still be a problem as long as Capcom wants SPDs to not be crazy hard to do. Even for other characters, this gives some leniency to the input system especially for non-leverless players as it's easy to input jump right before you hit the button. The actual use for pre-jump frames is to make it so that if you are hit right when you are jumping you are still grounded and allow for combos to work. Say your meaty attack hits someone trying to jump, you will notice that you still get to land a full combo. If they were actually already in a jumping state you would have to juggle them instead.
You do have to be skilled to use these reversal options, due to the small window, but I think this should not be patched out. This is only for those that have no arthritis and know the game in and out.
Doesnt this just benefit charge characters mostly? the most benefiting input just happens to be zangriefs but that doesn’t mean it’s deserving to be changed??, if anything the strange input priority charge characters be getting does
But the only thing Capcom needs to do is stop making first couple of jumping frames throw invincible if you are not actually jumping. If there are any other inputs including a button before up then no invincibility, right?
The game doesn't know if you are jumping or not. You entered up, which the game rightfully thinks you are jumping and enters pre-jump frames etc. Pre-jump or not, the promise the game makes is "you will never get thrown if you hold up". At the same time, the game needs to provide some input leniency or no one will ever be able to do SPD consistently. If you press the punch a few frames later, the game needs to still let you do SPD. By then, the throw active frames are already gone, and so you can now enter the startup frames of the SPD without it being intercepted by the meaty throw (which is now in recovery). There are probably ways to fix this but it's not as simple as what you proposed since the game doesn't know if you are jumping or doing an SPD until after the meaty throw.
So every special can JC, then those safe on block special will become so good with JC, even Ryu's light hasho JC will be menace since on counter hit, Ryu can drive rush afterwards and get a combo
Why would they consider this a bug?! This has been in streetfighter since they made jump frames throw invincible The only way to fix this is to revert to sf2 rules. Throwable jumps🤪 Then you all cry on how powerful grabs are🤪 Better to leave this, if you jump vs gief or back dash you bait this. With regular moves just wait and parry or time your di late🤪 So its just a new meta nothing broken here
i understand jump cancel spd can be oppressive but in giefs case on block meaty is probably the worst thing that can happen, you wake up drive reversal and wham you get thrown anyways you do nothing thats drive damage you go for jc spd and you eat a combo and shimmy can be modified so that if you are really that worried you can back dash and still have 30 some odd frames to punish still be able to react anti air and still have optimal spacing, and gief's super options are lack luster as well he needs level 3 to punish meaty his level 2 can be baited with jab and his level one is useless on wake up. and of course he needs the 5 pre jumps for consistency on spd input with newer players and altering that could remove a lot of defensive options for all levels of play, it at the very least should be something every one who cares is clearly informed on so they can develop counter play, realistically however only spd characters really need jump cancel given how bad their defensive options are anyways i don't know how capcom would handle the rest of the cast
There's A LOT of additional frame data information that explains how this works and why this is difficult to execute depending on the situation. Thanks for watching! I'll keep everyone posted if there's any changes in the future.
x.com/HatsonFGC/status/1813931398992220509
x.com/20130602st6/status/1813428914414612748
i like trains
Does this work with charge character moves?
Specifically Honda's headbutt and sonic boom
And what would happen if my wake up option directional input was:
Holding up/left And then waking up with going to up/right and the button to release the charge move
What does OD mean? The only person I have heard speak this way is Justin Wong. I keep waiting for you to say”we take those”.
@@dorjedriftwood2731 in street fighter it means Overdrive (the EX move where you glow yellow)
In NY it means something was overdid, Overdo (odeeing) or overdone (Odee'd)
Hey vesper, can Marisa do this for her command grab or anything else?
I remember Snake eyez doing this versus Namikaze during Capcom Cup
I was gonna say the same thing
i also thought its some new tech but its actually already kinda old.
@@luantw- If you watched the first 60 seconds of the video you would know that already
Pretty sure fchamp came up with the tech a while ago
@@darwinsanchez4842this existed long before fchamp.
He's had this from the start and no one cared, Snake even did it in tournament. Whats all the fuzz about?
just because all the various buffs in other areas took him from near unplayable (at high level) to actually pretty darn good (at least upper half of the cast atm). I really hope he doesnt get completely gutted in the next big balance patch, but he's probably going to get hit in some way because grappler archetypes just piss people off
Cause Japanese players hate grapplers. So many have been complaining about this
Because they're showing it for other characters not Zangief which no people weren't awake to
He means it because spd isnt the only thing you can jump cancel, you can jump cancel OD sway and OD adamant flame that beat both meaty throw and meaty buttons, Ed can wakeup od windmill which is a safe wakeup 100% of thr times.
This isnt about gief or snake eyez, this is about the characters that are already really strong, they can get absurdly stronger when you can no longer pressure them on their wakeup because their jump cancels cover 2 or 3 situations or flat out cancel out the opponents offense
@@LunkLanguageNot just Japanese. It's not a well liked archetype like Zoner.
I love how chat is all "charge characters are broken, i better start charge" charge characters have always had a small tell disadvantage, where hiding charge is necessary for strategy. Taking a single positive from a handful of negatives.
Facts
I mean, charge moves are historically better than non charge moves frame-data wise too. It's why guile has been so oppressive in the past, he wins pretty much every fireball war.
@@AdeptusForgethat’s not true. Guile historically loses fireball wars to ryu in SF2. He has to trade fireballs at the right range to shotokill
@@Noko744 How does your SF2 example invalidate the other comment that obviously wasn't just referring to SF2? Is it that hard to agree with someone on the internet ffs lol
@@xravenx24fe he referred to charge moves historically being better in the past then stated guile wins almost all fireball wars. Since we’re talking historically that includes sf2. The comments not meant to invalidate.
More specifically guile loses the fireball war (especially against O.ryu) because sonic boom is charge, not in spite of it. He still has a fine matchup though (again unless o. Ryu) because of other factors
I've been doing this the whole time and I didn't even notice
It's not a legit move until someone gives it a "Name"
Mind as well talk about t hawks jumping whiff attacks… with instant grabs.
MenaRD got the blanka tech he needs
Yeah Hugo/Q/Alex players in 3S have known about this for years, but it's a bit harder in 3S. Automattock has a video about it.
I dunno if it's necessarily harder at least for Hugo, since his super jump startup is 8f. Its a very workable window. Also a big reason tachi gigas is possible.
00:00 full explanation with Gief.
6:32 Lily example.
7:29 Ed Blitz.
9:04 charge characters (using Blanka).
12:16 references (multiple examples).
13:37 how beat it.
14:13 conclussions
11:48 Bison example.
I think it's fair. You got to hard read the throw and if you get it wrong you eat a massive amount of damage. It's high risk, high reward
Nah, it's broken
How so? Blanka is +4 and ed was -3. Literally free.
@@shandybasshead cry about it
Think about it. This guy got knocked down but can throw on wake up even though the other character is plus and trying to throw they end up taking damage instead.
@@shandybassheadIt means that in some match ups, you can’t just mindlessly spam combos/throws as the opponent gets up.
I kinda love this. Finally defensive options are strengthened in a way that forces offense-heavy players to turn their brains on.
People are freaking out, but this shit is extremely hard to do consistently. Plus it loses to tick throw setups which people use a lot.
Kobayan is a godlike player
11:28
You understand the dedication of SF players. They'll master tf out of it lol
It doesn't "lose to tick throws" you're technically just mistiming it on the interaction. The same way it'll get beaten by a non meaty throw.
It is very hard to do though lol.
@@BlackVegetanot really. The top 1% maybe, but the vast majority won't even attempt this most likely or past 1-2 times after getting punished for *trying*
@@devindameron most people won't try this, but then again there is Evo Moment 37, nobody expected that either [ ik its daigo but it isn't impossible ]
what I like about this Jump Cancel tech is that if Terry Bogard's Rising tackle is a charge move, it will create some interesting tech. Take care, Vesper!
If they allow Garou brake, then power dunk brake on wakeup would be very strong. Maybe OD Crack Shoot if they make it safe on block.
so many different things they can do with his moveset it's hard to say. potentially jump cancel L rising tackle may be used as a throw callout with the idea you're talking about. would have to see if guile can do that already.
This is wild!
Also extra kudos to you for showing where you got some of the info from 💪
Jump cancel is a giefs bread and butter since a lot of our optimal punishes come from it.
Jump cancelling out of a meaty grab can be quite challenging depending on what special you are trying to pull out, command grabs are just the easiest to get consistently but you can jump cancel Akuma's OD adamant flame for an auto shimmy, not only will it avoid the throw, but it'll flat out shimmy you if you try to meaty the wakeup, its kind of insane if you can get the timing down.
Its been in the game from the start and now its an issue? No, its only an issue because people cry about Gief
capcom make a page of Luke fixes, because of tears
Wait, who’s crying?
Tf are you talking bout literally nobody is crying about this
No, it is an issue because it breaks the fundamentals of the game. Moves that are supposed to be punishable with throws are not.
I don’t think they should fix it. For how strong throw loops are and how they’re making sure its normalized to the point they’re giving DLC characters throw loops , having a really good callout that’s easily blown up by doing a meaty feels like a perfect counter akin to doing a DP. As a Gief player tho, yeah they can tone it down lol like let him have it, just not with a punish counter OD SPD, maybe make it so he can only do it with Light SPD
Man you gotta change that thumbnail, this ain't no exploit its tech. When you call it an exploit people are gonna ask for changes or nerfs even though this requries a good amount of labbing and is a normal (hopefully) intended execution
Yes nerf gief, akumas and bison. Ken and ryu should be the only top tier characters as was always intended 😎
Technically it's both. It's a tech that exploits jump cancelling. No different to how plinking exploited how SF4's game engine read multiple button strengths.
Exactly! I’ve been doing this since SF2. None of this is new
@@akachijones8044I agree this isn’t a glitch, but jump cancel spd was useless in sf2 because spd was frame 0 and prejump frames didn’t have throw invincibility
I used to do this all the time in SF4. th-cam.com/video/-6OhtwgWp3s/w-d-xo.html 15 year old UltraDavid clip showing the shortjump
I don't know if other people already have said this, but Vesper, your English is very good to understand for non-native speakers. It's easy keep up with every word you say.
It has been found in SF4 and SF5 as well. Even in early days of SF5, people would call this option select "busted". It did nothing.
And for Capcom, this is not fixable. If they disable jump cancelling or minimize the pre-jump frames, then doing SPD motion will easily cause character to jump instead of SPD. It will ruin the experience of players. Tho it is possible to disable this for non-SPD characters, for SPD and down-up charge there is no way to fix this.
Yeah your prob right because even if they went the pre-jump frames not being invincible to throws then everyone's jump would just get thrown.
It's in most games with 360 and charge motions. It's meant for input leniency. Otherwise, grapplers and charge characters would be extremely difficult to play since their specials would essentially be "just frames." And you need the pre-jump frames otherwise up-backing would be the best wakeup option in a lot of games since the opponent wouldn't get a full combo. Jump canceling has been here for decades and it's not going anywhere.
Technically, I think it could be fixed by roll-back. And this roll-back does not matter much because it will always result in a successful throw. The throw animation will give player enough time to react.
They could fix this by making the pre-jump frames a seperate state so that you're technically still grounded as far as interactions are concerned, then from frame 5 onwards you're in the airborne state.
Maybe Capcom are reluctant to add more things that increase overhead as far as performance is concerned (online especially) but it's definitely fixable.
@@lian-r7n I think the "roll back" solution would work, but I would probably call it something else (since this is not the same as "roll back" as in netcode). Just to elaborate how this would work is that when you get thrown in the pre-jump frames, the game registers that but let you keep jumping (they can't remove throw invincibility from pre-jump frames as this is critical to the core premise of "hold up to avoid throws"). However, the moment the input engine detects a special move during the pre-jump frames, it will now immediate register as you being thrown by the previous command.
I think an easier and less complicated solution would be to simply convert some of the recovery frames of the attacker's throw / command throw into active frames if the game detects a throw against a pre-jump characters. This would still mean a normal jump would get out of the throw, but the moment you go into a special move's startup frames (e.g. SPD) you should no longer be pre-jumping and now the throw will get you. It's easy to see in the frame meter as well which is why I like this solution.
I hope Capcom let's this ride. It's an interesting defensive option that takes a good amount of skill to use consistently and it has weaknesses. It makes the game more interesting and makes crucial moments in tournament more hype. While much of what you showed definitely presents strong defensive options, none of them are straight busted. Leave it be, Capcom!
Yea it's not terrible, I presumed it would (and perhaps should be) Ex only.
@@adriandenton6637yeah ex only seems like the more balanced option imo
a defensive option select should cost meter, and that’s coming from someone whose weakness is throw and is absolutely about to lab this. Still v strong at 2 bars, just requires a bit more thought, as it should
What's the weakness?
@@truueindeedi meaty. Jumping doesn’t make you invincible to normals, like he said. Throw is only half of the strike/throw mix, so as a defender, you still have to make a read that they’re gonna throw pretty much. You get hit by the meaty, if they block you lose your turn in all but blanka’s case (I’m gonna try to finesse Akuma ex fireball when i get home tho 👀), certain shimmies will still work by the looks of it to me (will have to lab that too), so it CAN cover three options, but in practice it’s gonna be around a 33% success rate on a read.
I say 33 bc it’s 25% pure success (throw gets counterhit) and 25% pure fail (counterhit by meaty)
25% up in the air (jump shimmies still smoke this, certain fast ones do too I’m sure), I’m calling undependable more of a fail since why wouldn’t I just 4fr? If I neutral jump over a gief when he does this he eats almost optimal damage off of falling jHP lol
And 25% fail-leaning since when they block it’s not like you go back to neutral. Unless you’re blanka, you lose your turn when you do this, and most characters are gonna be flat-out punished for it, so that’s not super dependable outside of the chars mentioned too.
But mostly meaties. You should go for meaty a bit more often than throw anyway as a general rule, since it has higher reward and only risk is reversal. People can’t just do this willy-nilly lol.
But it is strong enough that I think it could stand to cost meter. Making it cost two drive wouldn’t change tooooo much since like I said you won’t be doing it left and right anyway, but it would add another layer of thought to it in meter management
Jeez my bad.
TL;DR
Meaty counterhits this and most people go for meaties more than throws bc a combo does more damage.
But since it’s a defensive os it feels fair to restrict it a bit
the only question I have is, isn't SPD vulnerable to this as well? Would be a mind fuck for someone to do the jump cancel spd only to be negated by a jump cancel DP.
would be funny if the zangief goes for a jump cancel spd and he gets punish countered point blank by a jump cancel spd
I assume only the person who is knocked down and waking up in this situation needs to worry about it? The attacker has the advantage of dictating the timing, such that they don't need extra invulnerability, right?
@@ΚρανίΩ both spds would whiff. it'd be hilarious 😂
@@PipeRetrogamer that can't happen because the SPD itself doesn't actually have any throw invul.
The reason it can whiff punish throws is you're basically giving it extra startup frames by jumping.
I'm surprisingly okay with grapplers canceling jump frames into a command grab... i'm not so sure about Ed and Blanka going into a lvl 2 sequence tho lol.
And other install type super SA2, they just JC into special then into install SA2 for ridiculous damage, and its a punish counter 😑
I have been using Cammys dive kick with the tiger knee shortcut on wakeup before. So this must be the reason it works. Thanks for the explanation.
I tried this as Blanka, out of 20+ tries I got 1. It is really hard for me to press 3 buttons at the same exact frame AND time it with the pre jump frames.
With Zangief on the other hand I can do maybe 30% of the time. It is not much, but is WAAAAAY more consistent than with Blanka.
It would be much easier to understand if you turn on the frame display.
Gief has multiple reasons to use this tech:
1. He has no fast reversal
2. His back dash is too slow to punish >= +2f throw whiff
3. He has 5f pre jump to cover +2f to +5f throw without delay
4. SPD beats block/shimmy
Even Lili didn't meet #2, besides them only Honda needs jump cancel buttslam / od hands to beat +4/+5 throws.
It needs to be patched, like the frame freeze when there is a drive rush that eat the jumping input for the opponent.
thanks vesper, always good to have this info even for me who left the community due to lack of passion and just becoming overly casual in general.
Being consistent will be interesting to see
1:25 [ for future use ]
This is where the explanation starts
2:47 example starts
3:44 example finally starts
5:42 against another command grab
8:00 JCS
9:00 charge characters are lame
10:20 example finally shown
kobayans defense is so much stronger just by showing people he's willing to do it. it's a crazy amount of pressure alleviated. I haven't seen anybody do it as consistently as kobayan, he's a freak of nature
A lot of players might think you're cheating when they're up against this tech, and they don't understand it. So, this video definitely helps. 💯💪🏾💯
What's crazy is I've been doing this since the beginning as a Zangief player but didn't understand why it worked the way it did against meaty/frame tight pressure lol. Now it all makes sense
In old sfiv days players used to delay wakeup shoryu/ex. This is kinda like it but with some advantages. Hope to see more of what players can come up with. Its fun
Wait, don’t 99 percent of people end SPD in up anyways?
Lily's command grabs do.
Usually on hitbox/leverless that’s how 360 motions end ye
I've been doing that since SF4. I even have a clip of me doing it versus Vega's Wall Dive Grab as Ryu with a Hadouken in SF5. He was confused since I won the round that way when he thought he'd Grab me out of my Hadouken. He did some research and learned this skill then posted a Vega mirror match version to Twitter. I'm glad it was stated this is not new tech. This scene loves to say something is new just because they don't know about it.
How would this work with marisa's stance?
I never noticed how much Ryu's chin clips into his gi and chest during his idle animation. It's pretty bad. I wonder how that slipped past when they were making the game considering Ryu is one of the main cast members.
Vesper, sorry to burst your bubble, but Bison can use OD PSYCHO CRUSHER with the same jump cancel tech. You hold back and do a half circle finishing in forward jump and it will work and be safe. It is having a 3f window for success, so it is quite hard to do. But the good thing, you can even do this on block and not only on wakeups. It is a forward jump to so it is an option select to get out of the corner.
Oh nice 😮 thank you!
I think it’d be cool if they kept it but made it so you HAVE to use an EX move. Idk how they’ll program it but spending bar to get the right read and swing the match in your favor, doesn’t seem all that bad.
Yea this, at least it's some kind of reversal.
I think for simplicity's sake, they should remove this jump cancel tech, but in compensation give characters EX moves that are throw invincible or normal throw invincible.
@@malcovich_games I think it's cool that it requires some execution though. Like a simpler option already exists with wake-up drive reversal.
@@rybread_art Yep! It's not gonna be intuitive for new players but that's why they're new players... also meaty or neutral jump into full combo beats it clean already so it's not like there's no risk.
After my post, I honestly think there's NO WAY Capcom can program SF (any SF, not just 6) to fix this problem without removing throw invul from prejump or preventing special moves from executing in prejump frames. Which will never happen.
@@rybread_artits not "some" execution brother, its hard as fuck, Kobayan drops it A LOT if they somehow made it only od version nobody would use it because it would become to much of a gamble just to beat the throw, you would put like half of your drive meter on the line
Man, it is so funny to see people's reaction to this. I was wondering what this was about when I saw this in my notifications, but this is just jump canceling. For all the people in the back; this is NOT a glitch. This is common knowledge in a large variety of fighting games and a technique there as well, the main difference being when and where it is used due to the nature of the game that you are playing. If I recall, you can use this in say... King of Fighters for example with Vice in order to OS a Command Throw or Hop In with her Overkill, or OS a Delayed Button Mash or back up with her dragging command grab (this is by technicality possible due to the game mechanics, but is very difficult to do. If you want an easier one with her, just use Deicide instead of Gorefest.) It's kind of funny that Proximity Throws beat this ENTIRELY in basically every game they are in. It's also in older Street Fighter's. It's actually very useful for 3rd Strike in particular on defense, and is common place for dealing with offense in that game. It shouldn't be removed because it is NOT BROKEN, nor meta breaking. Just some extra tech that helps add some spice to the game. Will obviously lose to literally any meaty button ever.
Although I will admit; I feel silly for not thinking of using it like this in the most basic way on my own. Oh well. This is surprisingly super useful for Lily if I can cancel it with the options that I think. So thank you very much. Since I'm not on Twitter, this is usually how I find out about tech like this. I'll give it a try. Thanks Vesper Arcade.
Hmmmm I WISH it got removed, but when tokido was spamming jab drive rush buffer against someone in the corner it got changed so fast but like you said this was in previous games AND snake eyez already did this in a tournament as well so it's not like they didn't know it was in the game already, I know meaty beats it but I think it's kind of lame getting a better punish ONLY on wakeup if you guess that you will get grabbed correctly.
Oh yeah and nice write up, very insightful, I had no idea this was a thing in many games and for such a long time.
@@dddaaa6965 You are welcome. Don't worry, everyone's still learning and stuff. It is a developers job to know what are glitches and what aren't. So this certainly won't be removed, and if it WAS, then that would a real bad decision if you were to ask me since it would be needlessly taking away player expression further. Generally speaking, this will REALLY NOT matter much until a certain level of skill has been obtained by both players. Considering that this loses to direct meaties, while this is in fact really useful (I've been doing it unintentionally with Lily for quite a long time now, now I will just be using it intentionally) it's still from their perspective a direct guess on the defenders part. It's still in the attackers favor heavily, and gives you a clean strike punish if you guess right. Even if you don't, we all know most characters in those situations are still safe on their strike pressure anyways. Plus, this likely won't majorly affect tournaments tbh. Most tournament players have already known about this for years and years. It is just becoming more popular and trendy nowadays. They will use it when they can, and when they can't. Usually the places that they will do it won't be directly noticeable. I will say; maybe it becoming more popular will mean that they will use it more consistently, but I can't say for sure. Just don't make a super big deal out of this or anything. It's really good when used in the right places, but that's about it.
I just presumed it was some kind of reversal Ex.
@@adriandenton6637 All this tech does is carry over the properties of a jump into a special move of any kind. It's not a "reversal" in the traditional sense. It only beats whatever a jump would beat while adding an offensive special move to the mix, and will still lose to anything that beats a jump, since you are applying pre-jump frames to the startup of the special move that you are doing. Since there is not many real Frame 1 Invulnerable Move to strikes that loses to throws in the game as far as I know, it's not the most useful as that. Even in the cases where there is one, that doesn't make it full proof. Even Marisa's JC EX Scutum will lose to a properly timed meaty, because you are adding the total pre-jump frames to your special move input, meaning that during those pre-jump frames, you CAN be hit out of it, even if the special move you are doing is Frame 1 Strike Invul. Now technically, you could be godlike and cancel the jump on the... 2nd frame? of the jump in order to make it a 1 Frame Meaty to get a true punish and also avoid the throw, but that is supremely difficult. Although, you *did* give me an idea on something to lab today in Street Fighter VI. So thanks.
have been saying since launch that this makes any character with a 360 input really scary to throw
Would you be able to do this tech with the new drive reversal to cover the meaty button??
Genuinely, I really like it as a feature. It's a really fun way to beat throws. Geif has other things that'd I'd nerf before, because despite the fact that I love how good he is rn, he is a little overtuned.
wait, so honda's EX hands--typically it's not invincible to throws? I would think that and blanka's EX electricity move would ordinarily be throw invincible anyway? are they strike invincible at least/in other words, are they invincible reversal type moves? cuz those are... already throw invincible (e.g., EX shoryuken)
If I’m understanding this correctly, this may actually be huge for Honda. OD invincible hands is good, but I’m more thinking ex headbutt. Ex headbutt is almost a dp except since it’s armor and not invuln he can be thrown out of it. If I’m correct, using sumo slam and cancelling into ex headbutt with the override basically means Honda now has a DP type reversal cause you can’t be thrown out of it. Sure it’s very punishable on block but that’s not the point. You just do this everything you would normally want to use ex headbutt and have the added benefit of beating throw. Someone let me know if I’m wrong cause I haven’t labbed yet
If roll cancel in CvS2 is any indication. Pros are going to learn to use this consistently.
Blows up throw loops. If you expect it, go meaty. Helps geif and lilly mainly. Does it work with regular throw? I swear it might
So wait.....wouldn't this mean A.K.I gets throw invincible EX slide?
So this is why zangief can wake-up with SPD. I've seen "pre-jump" frames mid combo before and, though it seemed weird, I thought it was maybe a visual frame meter bug or some other strange quirk that didn’t have actual gameplay implications. Boy was I wrong. Is this a glitch or an intended mechanic because this would be super useful for certain characters to combat throw loops and would make throw defense in general more dynamic.
Since SF2, this has been the case with Zangief, and random other grapplers, as well as random other moves throughout the entire history. It’s nothing new, but like he said, now is being noticed.
Hey Vesper. Thanks for the video and explanation. Could you explain how Rashid could do this? I heard you say he could use his OD Arabian Skyhigh but I haven't been able to replicate it. Thanks.
This is great for Honda because Honda hands is -3 OB
Does this give Dhalsim a wakeup attack finally?
Releasing this just before EVO. MADMAN
whats the ost when vesper shows off blanka?
Would Chun using this into EX legs or hashanzu be more effective than air legs?
air legs is better no? no need to spend bar
@@Crouton- yea but air legs scales heavy now and Ex hazanshu is safe and gives a huge reward
@@matthewlinz6336 EX Hazanshu is not safe it's -5 on block
@@youngstatic5643 oh nvm I was thinking about heavy hazanshu
@@matthewlinz6336 If it kills then spend the meter, or if you have full bar, otherwise, air legs everytime imo.
If you can jump cancel AKI's ex slide the she would have a fully invincible escape option :o
Is the 360 not invincible to throws? I thought you couldn't throw the SPD. If they do SPD on wakeup, and you go for a throw, I thought you get SPDed.
In SF4 for example, Abel and Zangief's command throws were throw-invincible.
Why not just leave the frame meter on?
Capcom went the route of pretty much only keeping intentional things as far as mechanics go. I can see them patching this out as much as they can because it goes against the whole gameplay design of SF6.
Personally, I loved this kind of stuff back in SF4, but this time around, I'm leaning towards keeping the gameplay design/direction tight.
bro its an easy fix if they want to fix it, if you input up to jump and sucessfully evade a throw, make it so that you can no longer can cancel those prejump frames into a special. so the character actually jumps, evading the throw, and no special is able to come out
Would Honda's OD headbutt work with this Kara Cancel? That would cover everything but block right?
can't do this anymore . I don't know why? my Jump Cancel SPD keeps getting defeated by normal grab the moment I get up.
I’m really shocked it wasn’t already on Momochis radar, it’s been available in many games
This makes a whole lot of sense now.
Wait, does that mean that Aki can do OD snake step and gain throw invuln?
I never understand how normal Throws can beat Command Throws.
Start up, the same way throws beat buttons. I do believe ex spd should be just flat out throw invul tho
@@KidArkxthrows don’t beat buttons tho if they hit the same frame button wins but if you mean that if the throw hits first then yeah
@@YUSSUFXVI I'm saying the same way throws beat buttons as in, buttons would only lose to throws if you hit the throw during the button's start up. Throws only beat spd if they hit spd during its start up, if spd or button is already active then throw loses
Command grabs being invincible to regular throw is mostly a tag fighter mechanic
welcome to new gen capcom fighters
we did this like 20 years ago on street fighter 3 3s. but it's harder in 3s bc you need to do super jump to cancel
Welp, looks like I can take this out of my playlist, now.
So are we gonna see all zangief and lily in evo top 8?
Can you cover more options using modern control?
So you want more help than you're already getting by using assisted controls? You didn't want to worry about execution, but you want to try to "execute" this?! Make it make sense. 😆
@@AllFlashNoDash Actually Im a classic player, master with 5 chars. Dont like using modern as well, just curious for the possibilities.
would it be possible to jump cancel ex psycho? that would be pretty toxic.
The command grab ones and just frame ones i honestly dont have a huge issue with, but these charge move ones are a bit crazy and seem too easy and safe for what you get for them
I used to jump cancel lariat in SF4 like 12 years ago
Great examples, great tech
They removed lily's ability to jump cancel everything but SPD, so jump cancel SPD is intentional going by the dev notes so grapplers having that seems to be intentional. They should remove every characters jump cancel specials as they counted it as a bug with lily.
honda nerf baby. ya!
This is awesome aha
Has any use of this been found with ken?
Is it possible that the most meatiest of throws beats this? I labbed a super meaty throw, and it looks like the air grab doesn't work/the throw wins. A slightly less meaty throw, and the air grab wins. Is this true?
Ok jump cancel that last comment. I figured it out. My circle motion wasnt enough. Now I got it down perfectly, when I can do it. It works on all air tight grabs and command grabs.
I would imagine a super meaty throw should work to defeat this. You need it to be so meaty that it's not active on the frame your opponent is getting up (since throws only have 3 active frames). Instead, you need that throw to be delayed enough so that it's active on say frame 4-6 instead. It's still enough to beat any wakeup mashing (since fastest normals are 4 frames), and should be able to be slow enough to catch Zangief's SPD since his pre-jump frames are only 5.
It won't work if your meaty throw is there right on frame 0 though because your throw doesn't have enough active frames.
So why does the game have 3 frames pre jump frames? what is the real purpose? why dont capcom make it immediate jump?
I think there are a couple reasons. For Zangief you need it to allow SPDs to work. Otherwise people will misinput SPDs all the time. Even if you remove pre-jump frames (or call it something else), you still need some extended input leniency for Zangief to be able to do the SPD a couple frames after holding up, and holding up happens to be how the game wants you to escape being thrown. That means pre-jump frames or not this would still be a problem as long as Capcom wants SPDs to not be crazy hard to do. Even for other characters, this gives some leniency to the input system especially for non-leverless players as it's easy to input jump right before you hit the button.
The actual use for pre-jump frames is to make it so that if you are hit right when you are jumping you are still grounded and allow for combos to work. Say your meaty attack hits someone trying to jump, you will notice that you still get to land a full combo. If they were actually already in a jumping state you would have to juggle them instead.
@@BrotherCheng I see. Thanks for explaining
You do have to be skilled to use these reversal options, due to the small window, but I think this should not be patched out. This is only for those that have no arthritis and know the game in and out.
This works for ANY special?!
So does this mean AKI never has to deal with corner again if she does throw immune slide?
Some of this seems really great for modern controls.
If they take it they gotta Make Ex SPD throw or strike invincible. Fair Trade because I’ve been doing this I even have a live or video up showing it 😂
Thats brilliant man. I main ryu and akuma and im practicing this crap now.
Gief mains have been doing this since release. Scrubs will ragequit because that's all they do.
Doesnt this just benefit charge characters mostly? the most benefiting input just happens to be zangriefs but that doesn’t mean it’s deserving to be changed??, if anything the strange input priority charge characters be getting does
But the only thing Capcom needs to do is stop making first couple of jumping frames throw invincible if you are not actually jumping. If there are any other inputs including a button before up then no invincibility, right?
The game doesn't know if you are jumping or not. You entered up, which the game rightfully thinks you are jumping and enters pre-jump frames etc. Pre-jump or not, the promise the game makes is "you will never get thrown if you hold up".
At the same time, the game needs to provide some input leniency or no one will ever be able to do SPD consistently. If you press the punch a few frames later, the game needs to still let you do SPD. By then, the throw active frames are already gone, and so you can now enter the startup frames of the SPD without it being intercepted by the meaty throw (which is now in recovery).
There are probably ways to fix this but it's not as simple as what you proposed since the game doesn't know if you are jumping or doing an SPD until after the meaty throw.
Excuse my ignorance but what do you mean with “legacy”? The first version of the game?
Legacy meaning the same technique has been in older releases of Street Fighter. This is in third strike, SF4, and SFV.
Yeah I realized that evey time I played against a good Zangief. That's why Im never to close to Zangief. Now finally I know why Zangiefs can do that.
Is it possible to do jump cancel into normal grab?
11:00 The real question is why the hell is it +4 in the first place
So it can blow up scrubby throw loops?
So every special can JC, then those safe on block special will become so good with JC, even Ryu's light hasho JC will be menace since on counter hit, Ryu can drive rush afterwards and get a combo
I dun need jump canceling I just want them to add a small/low jump
And here I thought I was messing up my throw timing 😭😭
Ryu walks to Zangief after knock down...
Zangief: "Oh, you're approaching me? You don't 50-50 me, I 50-50 you." 😅
Why would they consider this a bug?!
This has been in streetfighter since they made jump frames throw invincible
The only way to fix this is to revert to sf2 rules.
Throwable jumps🤪
Then you all cry on how powerful grabs are🤪
Better to leave this, if you jump vs gief or back dash you bait this.
With regular moves just wait and parry or time your di late🤪
So its just a new meta nothing broken here
i understand jump cancel spd can be oppressive but in giefs case on block meaty is probably the worst thing that can happen, you wake up drive reversal and wham you get thrown anyways you do nothing thats drive damage you go for jc spd and you eat a combo and shimmy can be modified so that if you are really that worried you can back dash and still have 30 some odd frames to punish still be able to react anti air and still have optimal spacing, and gief's super options are lack luster as well he needs level 3 to punish meaty his level 2 can be baited with jab and his level one is useless on wake up. and of course he needs the 5 pre jumps for consistency on spd input with newer players and altering that could remove a lot of defensive options for all levels of play, it at the very least should be something every one who cares is clearly informed on so they can develop counter play, realistically however only spd characters really need jump cancel given how bad their defensive options are anyways i don't know how capcom would handle the rest of the cast
The true counterplay to a jump canceling Gief is to jump cancel your own special
throw loops are so annoying so this is welcomed from me and I hope Capcom doesn't patch this out.