I didn’t notice that the characters heads tilt up to look when the opponent jumps.
I was right about my impression about invulnerability time on wake-up being reduced. From the Neo-Empire SF IV System Guide (the “Sixth Video” section):
shows an example of wake-up invulnerability time has being reduced in SF IV. Zangief knocks Honda down and then SPD's him on his wake-up because Honda was caught napping!
I also have these notes:
Wake-up invulnerability time has been reduced
For SFIV, it feels like there's almost no invulnerability time when you wake up from a knockdown. While this would be okay if it was just restricted to regular throws, this also applies to special command throws, so players have to be extremely careful on knockdowns.
During a wake up without holding the joystick up, jump straight up and your opponent can't throw you. So when you think a throw is coming, jump up to force your opponent's throw to whiff and then come down with a jumping attack into a combo. You can also throw out an attack with invincibility frames as a reversal and have it connect, so depending on the character and the circumstances, you can do that too.
Absorbing a hit using a Focus Attack will fill your Revenge Meter as if you had been hit by it. Again from the Neo-Empire SF IV System Guide (emphasis mine):
- Use SA to parry projectiles:
It lets you increase your revenge gauge without taking damage. You eliminate black stun. You also get no damage for blocking a special move. No damage refers actually to "recoverable damage".
I still can’t beat Cammy, it seems that the recovery from her Cannon Drill is non-existant.
I got beat by f’n DAN.
If playing as Ryu as well, executing the Hurricane Kick after your opponent launches his Ultra will always go through the Ultra. Because of the extra-long recovery time on the Ultra, it will always connect.
Sagat can punish Blanka’s Ultra with his own Ultra or the Tiger Knee when blocked.
Also, can punish the Backstep Rolling attack with a Tiger Knee on block as well.
WTF, Blanka can duck under the low Tiger Shot?
I have the sneaking suspicion Sagat’s Super Combo punishes Boxer’s dash punch. Why yes, yes it does, on block, every time
Apparently he has an infinite combo that works in the corner against Seth and Abel:"
Crap, I’m very glad I don’t play Seth or Abel.
Does Sagat’s Tiger Knee punish the Green Hand?
The EX Green Hand seems to be invulnerable on beginning frames, as I saw it go through a fireball. Frame data doesn’t have any information to support or refute this.
I was slighty mistaken when I observed that throwing a low Tiger Shot will make you vulnerable to the high Tiger Shot. You can avoid it completely if the timing is right.
I need to start exploring using the high elbow as an overhead attack.
God I really need to get the FADC down and get this combo down (start at 21:40):
Sagat barely seems to be able to jump over the air fireball, but it can be done.