Bombito pointed out a website helping players to analyze what options are open to them to punish or counter a move after blocking it in Super Street Fighter 4. very awesome but part of the fun is working it out yourself
Good post but I like to figure this stuff out for My self though =p
OT:
#3 Because you said something a bout Elfuerte and T. Hawk being predictable rite?
#4 (DickieGaloot)
I was the one who commented on the picture being out of place (in a joking manner), because it was showing a picture of T. Hawk hitting El Fuerte, which is just impossible for a big, slow guy like him. :P
The admin seems to have edited my post after he deleted the other guy's post, though.
@4
No.
I said Baller Post. I think they thought it was spam but I just thought it was a baller post.
@9 alot of the info is misleading, you may be able to punish all of these attacks with her super/ultra but only if you're near the opponent after the block which isn't the case most of the time, so you may be at a frame advantage but the ultra will wiff since you're out of range.
@PSNmignon15
Yeah, I edited your post because I changed the image. I thought this one better illustrated the story. I could have left your comment as is, but I thought you'd like it edited so it would make sense still.
Not sure why ShaftyCakes' comment was removed, as I didn't read it. One of the other mods zapped it.
@Catalyst
I assumed that was the reason. My post seems kinda bland now, though. :P
By the way, I've been meaning to ask a mod/admin: Is there any place I can post suggestions to the site?
@PSNmignon15
Sorry about that, didn't mean to make your comment bland. As far as suggestions go, hit up this thread on the forums: http://forums.eventhubs.com/viewtopic... I check out everything posted on there, although it sometimes takes me awhile to respond.
Yes! Now i know whats punishable. Never again will i risk attacking the typical try-hard Ken after LP Shoryuken.
@Catalyst
Alright, I'll do that tomorrow then. Gotta wake up in 5 hours, so I must head to bed soon.
Thanks for the help. :P
As others have said, most of this info is downright misleading since frame data doesn't take into account how far or close you are to your opponent...
for example, trying to counter a blocked LP SRK with Ibuki's Target Combo 4 is going to get you into trouble...
@14
Yeah I guess a mod deleted it. Maybe they thought it was just a FIRST style post but it wasn't >_>
This site is totally useless since it doesn't consider distance at all. There's no way to tell which of these will actually work and which wont without testing every single possibility yourself, and if you're going to do that you don't need a site to tell you what's punishable and what isn't.
Claiming it's totally useless is totally fail. Any good sf player realizes what these moves are and aren't. The thing says on block? So what range do you have to be to block a move? And as far as ranged moves, well...hopefully I don't have to explain this part. Use your brain. Stuff won't always be spoon fed to you.
A lot of bad/misinformation on that site thouh. Unless I'm not understanding how it works.
It says I can punish Blanka beast roll after block with a lot of things. When in reality my only option "on block" is dash forward LK Senpusha. Nothing else will work. Trust me.
They probably mean "on reaction". But then again, they only have "on block" and "on hit" as options. They should have created that third one for counter hits. It would be interesting to know what move/normal has priority on other moves for example.
Nice idea though.
mvc3 footage on chicago fight club if anyone is interested, it's kinda all over the place
@#23 VulcanHades
No, they do mean "on block", but they make the terrible assumption that all attacks always leave the two opponents very close to each other. The beast roll is perhaps the worst case of all. And it was the first one I tried too, heh.
For this reason this website is far less useful than it seems. This is clear when talking about the beast roll, so people won't be misled, but can be a lot more dangerous when comparing attacks that leave you on small distances that seem irrelevant. I don't criticize the author's intentions of helping, but this is the wrong approach for determining options.
@bubafeast
I would say training mode. Set a dummy doing all moves and normals. And see for yourself what beats what, how you can counter hit each move and what are your options on block.
I know it's a pain in the ass to train hard, and you would all like a nice website with quick answers to all your questions. But fact is nothing beats training.
I still think this kind of site can be useful for figuring out some blockstrings and maybe frametraps. But to punish moves and normals, not really.
I say look at your character's frame data yourself and see which normals have the least start up frames. Those are your fastest attack so they are the best for quick counters. Also, look at the frame advantage and you will easily see what are your best pokes. That's what I did.
@VulcanHades, what you describe is the scenario that is been simplified by WAMO.
The way I use WAMO is by checking what are my options and then testing on training mode. If you read the last sentence of the first paragraph on WAMO says:
"Not necessarily works since it depends on the distance, position, throw.... etc."
I added this to let people know they need to test first but I do realize I need to make it more clear.
I'm doing some testings with Juri vs Akuma. Here's an example of what's wrong with the concept:
It lists my "best options" after I block a crouching hard kick (sweep). But doesn't take into consideration distance AT ALL. So even if I am very very close to Akuma when he decides to sweep me (which will never happen online btw unless you are fighting a complete noob), 80% of what is suggested will NOT work due to the simple fact that blocking something pushes me back a "bit". So even though I have enough "frame advantage" to punish with say a light kick, that doesn't mean I have the RANGE needed.
I tested a lot of options suggested by your site and a lot of them didn't work at all. st.lk, cr.mp and throw are not possible after you block Akuma's sweep. You get pushed back too far away even if you are very close when you block.
That's the really big flaw in your site. You are missing 2 very important variables: the RANGE of the normals and the distance you get pushed back if you block that move. Just adding these 2 variables could greatly improve everything. But without them, a lot of the information becomes inaccurate and misleading. And quite frankly useless since you can already "check for yourself" what works.
I'm just giving you suggestions. I really hope you are able to perfect the idea because I think it has a lot of potential and could be a great reference. But right now it doesn't really help anyone. In fact it might confuse people more than anything.
@#29 bubafeast
Observing each situation individually. Learning the stuff the frame data won't tell you: hitbox changes, range, pushback, translation. An example with vanilla SF4 (which seems to have improved in Super, but I don't have the game to try it): the frame data will tell you Gen's mantis MP activates on the 4th frame, but if you actually try to use it as a counter you'll find out the first two or three frames of attack have a fairly small hitbox, and the move simply won't connect in time unless you are really close to your opponent (and not many heavy attacks and specials will leave you close enough). The frame data also won't tell you how the defensive hitboxes compare to the offensive ones, which is not so important when picking punish moves, but extremely valuable for footsies.
So, your best bet is to first study the frame data for possibilities, then actually trying it out, as VulcanHades said. Then you'll find what is a solid counter, what's not so reliable (and whether you can determine this reliability in time for using the attack on reaction), and what simply won't work despite what raw numbers say.
@#31 bubafeast
This comment wasn't on while I was writing my last reply.
Yes, WAMO as it is is useful in terms of finding which attacks have potential (just like reading the frame data directly), I just disagree with its title (more like "what might be the first step in determining my options?"). Distance is far too important to be ignored like this, making so many of those numbers inaccurate.
Perhaps the website could have some sort of comment/rating system, where people could flag busted suggestions and highlight situational/effective moves?
Ah ah - many posts say it is useless because it is better to learn all this by oneself, while other posts say it is useless because it requires to test which solutions actually works given the distance and other paremeters. No way to find an intermediate approach here ? :D
Thanks for the post. Very helpful to a newbie like myself.