BigNasty's Guaranteed Chip KO
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- Опубліковано 3 тра 2024
- I guess you should still parry it to make them spend the super, but then you have to watch your favorite character get 720 with no health looool
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#automattock #jibbo #streetfighter #fightinggames
#gigas #hugo #3rdstrike - Розваги
BigNasty is local to my scene. Nicest dude ever - inside and outside of the game. Cool to see him pop up for a tech vid!
So I've been rom hacking this game for a while thought you might want to know some stuff I've discovered you might find interesting if you didnt already know.
Damage is calculated as more or less damage taken. Twelve for example takes 100% damage. Other characters take more or less Gouki takes 111% damage, Hugo takes 79% damage. I can provide all the values if you're curious. All these values are for when characters are crouching.
When a character is Standing or thrown they take roughly 20% less damage. When a character is jumping / (in the air?) they take roughly 50% less damage. (Not sure what the Air throw calculation is for less damage taken but based on Twelve its 25% less damage taken).
Hugo For example takes 45% damage while jumping and Twelve takes 56% damage while jumping. I believe this has to do with the fact that their defense rating is added before or after this universal defense rating depending on state. Chip damage is also effected by states.
You mentioned wakeup timing being random before or not making sense in one of your previous videos, I believe it has to do with each knockdown being different, for example Shoryuken, EX Tatsu, and Joudan kick knockdowns put the opponent in different states. So the discrepancies might be related to animations rather than a universal wakeup time.
Target combo's are actually different normal entry's than the ones they share animations from. For example Dudley's Far HP target combos are not super cancellable. Speaking of different normals, Most of Yun's normals get swapped out to a different set during Genei Jin.
Also I found a silly combo for Chun-li that is probably nothing. The first hit of 5MP has a ton of hit stun and can be cancelled into Heavy SBK.
Hope you appreciate it!
The 3S content has been top notch dude. The passion you have for the game comes through big time in all these videos, and I find myself learning stuff I had no idea about even after playing this game on/off for years at an admittedly rudimentary level. The enthusiasm is infectious.
Chun always with the S tier privilege.
Also, would Ryu's EX Shoryu beat out the meaty Clap on wake up? What about non-EX?
For sure ex shoryu would work on wake up
Thats some crazy tech
Holy F. It’s Big Nasty
Very very cool, what if you read and parry it off the ground? Can you parry right off the ground or do you have to be falling? Ik chicken block works but what abt chicken parry? I feel like thats the only way to deal with this without waking up invincible
Nah you can't parry during start up frames of the jump and there's probably a height restriction to parry as well
Now that is deep knowledge. @@JiBbo
never knew there was a training mode like that for 3rd strike! :-O
Meth rosenstock is my dude man I wish you could come to our 3s local in DFW Tx that he reps
imagine if bunnyhop actually worked lmaoooooo
Good to see mashing DP remains viable. It's part of Street Fighter lore!
Any other ways to escape this? Lemme know!
Akuma demon flip i believe
@@JoeJoe-ju7vz that's a good one! I think it should
for akuma dp, demon flip, teleport all work, tatsu and chop both lose, nobody else can avoid it outside of invincible moves except chun...
Akuma towards mp would probably work I'd think. I'm pretty curious to see if Necro's qcb+PP or Elena back HK would work
Elena isn’t off the ground for 4 frames during b hk