UPDATE: For the "Best defensive option" I honestly still have to check the jabs hitting on an actual JC OD Scutum, I recorded the clip without an actual JC. The meaty jabs will probably hit Marisa having her to get a punish counter instead because theorically you shouldn't be able to do a reversal move while leaving the ground for the first frames! Sorry for it and thanks to InVogue clearing that up, If that is the case, I think the best defensive option should also be the gladius allowing you to hit the opponents if they jump, block or back dash. Same for the "best offensive option" with the gladius not being able to have a reversal armor during the first frames of the jumping animation.
General special move: On wakeup, the throw invincibility frame is 1F. With a 1F delay, you can counter +4 and +5 oki. -- For +3 grab case, it only works on block, which has a 2F throw invincibility frame.
During wake up or block you have to hold up and cancel the first frames of the jump animation into any special move, to make this possible it is better to make the special move motion and almost ending it with the up motion so you'll be able to cancel the jump by pressing a button in the first frames, just look at the inputs visible in the video
@@outpancake7073 yeah that's what I was looking at. It looks like you are not pressing up first. Are you saying you buffer the special motion first and end pressing up afterwards in the first available frame then pressing the button after the jump is 1-2 frames into it's animation?
You only have 2F to jump cancel unless you are gief or lily (exception with characters with somersault command). Not 4F so it really doesnt work with +3F grab or +4 grab which is almost impossible.
I still haven't fully understand this tech then, it is cancellable with Marisa hard Quadriga tho so I think most (if not all) characters' special moves should be cancellable into it, although it's very difficult to achieve consistentely I think this should be remove and fixed asap.
+4 grab is possible, it will work like 0:50 (with 1 frame delay on wakeup, you have default one throw invincible frame on wakeup) But for +3 grab, you can't do it with general special move
It is possible to jump cancel with any character with any special move. (Except for ↓↓ SP command) Standard and non-standard characters have different ground-to-jump frames, it takes 4F for standard to move to air status and 5-6F for Gief and Lily. Also jump cancellable frames are 2F for standard and 5-6F for Gief and Lily. If you are using a pad and tried hadoken then input ↓➘→➚ + P, you still have 2F to cancel forward jump for usability No need to know the details but +5F oki grab - Gief&Lily: 4F to cancel, Standard: 1F +4F oki grab - Gief&Lily: 3F to cancel, Standard: 1F exact lever and push (non-practical) +3F oki grab - Gief&Lily: 2F exact lever to cancel, Standard: impossible To sum, its only possible to punish +5F oki grab for standard character but gief and lily are much easier (still hard and lose to delayed grab) ****exception with characters with somersault command***
@@user-xl7lb2wo2w It is possible but you have zero margin of error. Just like 0:50, you MUST input UP at 2nd Frame of a wakeup then press button at the 4th frame.