df+3+4 Tag input F2-19 No change block/hit +- tag
b+3,3 tag input F14-40. No change on block/hit +-tag
ws+3 tag input F1-24. 5F slower on tag hit (47vs52). No change on block.
HSP d+3+4 tag input F1-17. 1F slower on tag hit. No change on block.
RLX 3~4 tag input F2-19. 1F slower on tag hit. No change on block
Updated the wiki, now tag moves are included. Also added tag input windows to the move list section. Also added standing 4, d+1 and d+3~4 to the frame data.
Also, I heard mention on a podcast that uf+3,3 is delayable. It is not, input on F38 (last possible) still hits on F59. And as per frame data, while it's true that uf+3,3 is faster than uf+3,3+4, it's only by one frame, so not really fuzzy-guarable.
This isn't quite on topic, but since I don't feel qualified enough to make my own thread, and this is a semi-related topic, thought I would post it here so people more qualified can get the ball rolling. That is, how do Christie/Eddy tracks sidestep/sidewalk? I found testing this to be quite hard, so this is still a work in progress:
tracks both
3
d3~4
[d4,]3
uf4 (but can be SS'd during startup)
ff4 (but can be SS'd during startup)
HSP4
HSP1?
tracks SW to her left (SWR)
d3
db2 (but can be stepped during startup)
df2?
qcf3 (at far range, can be SSR in close range)
ff3 (can be SSR if timed correctly)
ss3_HSP3
I LOVE punishing with df34. It's a long range 16-frame mid. I took the liberty of going thru each character (not done yet, I'll update thread as it happens) and seeing what it can actually punish. There may be some lows in here so just punish those with ws1,3. Let's find out:
Alex
f, n, d, d/f+1
Alisa
2, 3, 4
d+4
b+1, 1+2
b+3+4
f, F+1+2
DES BT 1 or 2
Ancient Ogre
d/b+2
b+1, 2, b (Cancel)
b+2
b+2, 1
WS+3, 3, D+3, n+3, 3
WS+3, 3, D/F+3, n+3
Angel
b+3
f, F+3
PHE 3
Anna
f+2+3
d/b+1, 4
d/b+4, 3
u/f+1, 3
f, f, f+3 or WR+3
SS+1+2 (Second hit miss)
CJM 2+3
CJM u/b+4
CJM u+4
Armor King
d+3+4 or FC+d/f+4
d+3+4, 3
d/b+2, 3
u/f, n, 3+4
u/f, n, 3+4, 3
f, F+4
Opponent Down d+4
Opponent Down d+4, 4
Opponent Down d+4, 4, 4
Ayos this is a good job but I think you should be more precise and game wise instead of just reporting all the -16 in the chars frame data..
if you intend to report what's punishable with d\f3+4, then
- you have to delete all the moves that despite being -16 on block, leave Eddy in Crouching position or to block low
- Not all the lows from -13 onwards are punishable with ws1,3, as not all the strings with a high in them.
For example Dragunov's d2 is not punishable with ws13, even if it's -13. Or Nina's second hit of the flap string isn't punishable with ws1,3 even if it's a high.
- most important you have to consider that Eddy hasn't any -17 or -18 punishers, so in the end d\f3+4 punishes -16,-17,-18 on block. This is the reason why writing "asuka- no-16" could be misleading for the casual reader or for someone who would like to learn how to play Eddy. He could think he has nothing to punish Asuka imo..
Yeah, I agree with what Enhaes said. df+3+4 has a ton of range so there isn't a lot of things it won't punish.
In my head, I have two ideas for punish guides I want to make. One is punishing with 1+2... a select few moves seem to be punishable with it. But I worry that even those moves blocked at far range will make 1+2 whiff. So forget it.
The second is punishing certain lows with crouch throw. However the existance of ws+2 makes that not important. Add to the fact Christie's arms are short so would have to be point blank range to get the crouch throw to connect. So yeah, forget it
BTW I've found a few more moves that track, mainly fc d+4, which is like, impossible to walk it seems. But I need more testing before I have a complete tracking list ( Capo's have a lot of moves, makes me wish I didn't exclusively use stance characters with 180 move lists)