Uploaded by codeine23 on Feb 28, 2009
It has been common knowledge for some time that moves that require a dashing input (f f, or f f f in the case of SDE) will waste frames in the dashing motion, unless they are done at fastest timing. For example, jab (blocked) ~ sde will not beat an opponent's lowpunch unless the sde is done at fastest timing. Even though sde is nominally 14f, the first jab gives +2 for 12f effective execution of the sde, and sde is larger damage than a 12f lowpunch . . .it normally will not work in this situation, because the dash motion wastes at least a frame.
Does "fastest timing" mean "all inputs executed within the 10f critical window at the end of recovery"? No.
This video shows a programmed akira repeatedly doing a jab, followed by an increasing delay, followed by a near-perfect SDE (7 frames total time for f f f P). The cpu jacky is set to guard and lowpunch.
At first, nothing comes out after the jab, and akira receives a normal hit by jacky's lowpunch. This is because the final P in the SDE is not within the critical window (again, the critical window is the same as in part 1, namely frame 17-26. go watch part 1 if you haven't).
at around 0:20 in the video, akira's SDE comes out and counterhits jacky's lowpunch. This is because the final P in the SDE starts on frame 18, within the critical window. Notice that the dashing inputs are not within the critical window. (a P starting on frame 17 would also have worked, the timing on the prior sde mis-synced).
At around 0:30 in the video, the sde still comes out, but it loses to jacky's lowpunch. This is because the final dash input starts on the 18th frame, within the critical window, resulting in a dash motion that wastes a frame before the SDE comes out. Notice that the punch input starts on the 20th frame, still well within the critical window.
After that point in the video, the sde continues to lose, even when it starts on frame 17 and ends on frame 23, entirely within the critical window.
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