Earlier: Desk posted a new combo video which shows some lost footage that he didn't get around to using before this time. It shows rare situations, advanced combos and bugs/glitches, and has some pretty cool moments. You can find a full transcript and additional notes on his blog.
Tip from H00dRaTT.
That was a pretty cool video. In case people were wondering, all the whiffed grab supers/ultras were where the other character jumped just before the ultra so they're airborne but still in prejump so they can cancel the prejump after the ultra flash (which whiffs cause they're airborne). This is actually legit and I'm surprised I never see people doing it in matches. When you see a gief ultra coming and you jump, you can't jump after the flash so if you didn't jump you're gonna get grabbed, but if you did jump you can cancel it into a special/super/ultra for a punish. I see lots of people just hold up during the flash on reaction.
In which case if they have Siberian blizzard then you would get grabbed correct?? Or T. Hawk with Ultra 2 right.
@NumeroGaijin: I don't think so because U2 has significant startup compared to the 1 frame U1. So yes you would be airborne during the ultra flash, but the U2 wouldn't be active yet and the ultra cancel would put you back on the ground so you are safe from U2 once it becomes active.
+1
That's the problem people have been pointing out with some vids here that shows command grab setups. The clip author does the setup on a standing dummy up until the grab, then pauses and sets the dummy to 'jump'. By then it's obviously too late (hence the setup is not really 'guaranteed').
@8, no you don't get it. If someone were to hold up all the time you could never grab them (well you can when they land obviously). I assume you're mainly thinking about super demon setups. Generally the setups tick into it (in sf4 no tick throw will ever work if they just hold up the whole time). So for instance you can do a crouch mp with akuma and then kara into a super. Now what we want to check in terms of our timing for the tick is if they're still in blockstun/hitstun. If they are then they can jump out after the flash, but if not then they obviously are caught and this just shows that they can't jump after the flash they had to anticipate it.
@9
Yes that's exactly what I was getting at. The videos make it seem like demons are guaranteed, like 0-framing a throw in VF5 but if you anticipate the kara and jump during the startup of the towards+mk (or whatever move) then you can avoid the demon.
Anyone's who's eaten a neutral jump 720 (or standing 720) knows that you can't jump out once the super/ultra flash has started. Setting the dummy to jump after the flash in those videos is a bit redundant.
Viper's ex.TK flash cancel is really advanced!
use that if someone going for a crossup or safejump to whiff then grab/throw them, once they r knockdown then give them Viper's 50/50 mixup game!
if anyone notice Latif was using this technique on this year EVO!
cool