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Tech - Full Auto F12 ex uprocket against different characters

Jupe

Noob
Hey guys. As you should know ex uprocket gives you a lot of frame advantage, enough to go for both overhead and low options or just more pressure. However, ex uprocket whiffs against some characters after f12. I got tired of guessing whether or not my ex uprocket is gonna hit crouch blocking opponent after my string and did some testing.

I tested with all characters whether the string jails to ex uprocket even if the opponent is crouch blocking the whole string. The results should be pretty accurate, as I did multiple repetitions with the string against every character both midscreen and in corner, but feel free to point out any mistakes as there is always a chance that I got lucky or unlucky multiple times in a row.

Also, I tested all of her most used strings to see if Ex uprocket hits on crouch blocking opponent after these strings but as @PanicMode pointed out, the only strings into ex uprocket that are true blockstrings are f12 and b2 (and I think 21 but that string isn't really useful here). Your opponent can on reaction neutral duck the ex uprocket, poke you or armor if you use EX uprocket after any other string than b1 or f12 but if they stay crouch blocking the ex uprocket will hit and give you the advantage. Therefore, these should not be used against experienced opponents as they will punish you, but might still be useful information against opponents who don't know the matchup.

Here are the results, 100% means the string jails into ex uprocket always, 50% means the ex uprocket might whiff depending on breathing hitbox and 0% means it always whiffs. First i'll list the characters that don't consistently get jailed by f12 ex uprocket, which will be followed by the other (not true blockstrings) strings into ex uprocket functionality. All characters, that are not on the first list get consistently jailed by f12 ex uprocket both midscreen and in corner. Here goes:

Characters that don't consistently get jailed by F12 EX Uprocket
Scorpion: 50% Mid and Corner
Dvorah: 50% Mid and Corner
Sub Zero: 100% Mid, 50% Corner
Reptile: 100% Mid, 0% corner


Other strings that I tested are b14, b33, 1212 (and 12 and 121 if 1212 fails the test).
100% means exuprocket hits if they keep blocking, 50% means it might hit or not if they keep blocking and 0% means it won't hit even if they stay crouch blocking.

Cassie
12 100%
1212 100% mid, 0% corner
b33 100% mid, 0% corner
b14 50% mid, 0% corner
121 100% mid, 50% corner

Scorpion
12 100%
1212 0%
121 0%
b14 0%
b33 0%

Mileena
b14 50% mid, 0% corner
1212 0%
121 0%
b33 0%
12 100%

Dvorah
12 50%
121 0%
1212 0%
b33 0%
b14 0%

Jacqui
b14 50%
b33 0%
12 100%
1212 0%

Tanya
s4 100% mid, 50% corner
1212 100% mid, 0% corner
121 100%
b33 100% mid, 50% corner
b14 100% mid, 50% corner

sub zero
b33 0%
b14 50% mid, 0% corner
12 50%
121 0%
1212 0%

Kitana
b14 50% mid, 50% corner
1212 100%
b33 100%


Sonya
121 50% mid screen, 0% corner
1212 0%
12 100%
b14 0%
b33 50% mid, 0% corner

Shinnok
12 100%
121 100% mid, 0% corner
1212 100% mid, 0% corner
b33 100% mid, 0% corner
b14 100% mid, 0% corner

Kung lao
12 100%
121 50%
b33 100% mid, 50% corner
1212 50%
b14 50%

Jax
b14 100% mid, 0% corner
1212 100% mid, 0% corner
121 100%
b33 100% mid, 0% corner


Jason
100% all

Kenshi
1212 100%
121 100%
12 100%

b14 100% mid, 0% corner
b33 100%

Takeda
100% all

Kung jin
b14 50%
1212 100% mid, 50% corner
121 100%
b33 100% mid, 50% corner

Predator
1212 100%
b33 100%

b14 100% mid, 50% corner

Kano
1212 0%
121 0%
12 100%
b33 50% mid, 0% corner
b14 50%

Johnny
100% all

Erron
1212 100%
f12 100%
b33 100%

b14 100% mid, 0% corner

Liu kang
100% all

Ermac
100% all

kotal
1212 100%
f12 100%

b14 100% mid, 50% corner
b33 100%

Reptile
f12 100% mid, 0% corner
b14 50% mid, 0% corner
b33 50% mid, 50% corner
12 100% mid, 50% corner
121 0%
1212 0%

ferra/torr
1212 100%
b33 100% mid, 50% corner
b14 100% mid, 0% corner
1212 regular uprocket hits even when duck blocking

Raiden
1212 100%
b14 100% mid, 50% corner
b33 100%

Quan chi
1212 100%
f12 100%

b14 100% mid, 50% corner
b33 100%

Goro
1212 100%
b14 100% mid, 50% corner
b33 100% mid, 50% corner

Tremor
1212 100% mid, 50% corner
121 100%
b14 100%
b33 100%

Conclusion: Scorpion, Sub Zero, Dvorah and Reptile can make your ex uprocket whiff after f12. For Scorpion and Dvorah the result, jail or whiff, is completely random everywhere on the screen while Sub Zero and Reptile can be consistently jailed midscreen but not in corner. Sub Zero can be randomly jailed in the corner but Ex uprocket will always whiff against Reptile.

Sorry for not double checking my results, and thus posting false information before, guess s**t happens when one labs stuff at 5 am.
 
Last edited:

Pan1cMode

AUS FGC represent!
I think you need to re-assess. I appreciate the effort, but most of this is wrong or you've misunderstood how to test it.

Every string besides f12 and b2 has a gap before ex rocket in which you can armour through or backdash (hence it doesn't jail). Set the AI to reversal and you'll notice this.

In fact, after 1212 I'm pretty sure you can just let go of block and neutral duck it for full combo punish.

f12 jails against almost everyone except some characters in specific situations (sub, scorp, Shinnok, reptile, mileena) where the rocket will whiff if you let go of block or just remain crouching.


Also, up rocket is a full auto thing, not high tech. ;)
 
Last edited:

Jupe

Noob
I think you need to re-assess. I appreciate the effort, but most of this is wrong or you've misunderstood how to test it.

Every string besides f12 and b2 has a gap before ex rocket in which you can armour through or backdash (hence it doesn't jail). Set the AI to reversal and you'll notice this.

In fact, after 1212 I'm pretty sure you can just let go of block and neutral duck it for full combo punish.

f12 jails against almost everyone except some characters in specific situations (sub, scorp, Shinnok, reptile, mileena) where the rocket will whiff if you let go of block or just remain crouching.


Also, up rocket is a full auto thing, not high tech. ;)
Whoops tested and you are correct. Seems I have more editing to do than I expected.
 

Jupe

Noob
Couldn't go to bed before fixing my fuck up. Now the information doesn't look as impressive, but hey, it's something and at least it should be correct. Thanks @Pan1cMode for pointing out my mistake, seems I have only played against ppl who don't know the matchup well enough.
 

Rip Torn

ALL I HAVE IS THE GREEN.
In fact, after 1212 I'm pretty sure you can just let go of block and neutral duck it for full combo punish.

f12 jails against almost everyone except some characters in specific situations (sub, scorp, Shinnok, reptile, mileena) where the rocket will whiff if you let go of block or just remain crouching.
Yeah, alot of characters can neutral duck after certain strings to avoid the ex uprocket. 12~ex uprocket has this issue as well. It's still very good as they will have to guess if you will continue the string or cancel into ex uprocket. I don't know if you can neutral duck on reaction but it's possible.

One thing I would like to know is, did @Jupe test this using a recording of Jacqui, or did he set the cpu to block/stance/crouching?
 

Jupe

Noob
Also I'm willing to test 21 exuprocket string agaisnt every character if anyone thinks that information might be useful. I never use this string, but it is 2 frames faster startup than f12 and it indeed does jail to exuprocket.
 

Jupe

Noob
Yeah, alot of characters can neutral duck after certain strings to avoid the ex uprocket. 12~ex uprocket has this issue as well. It's still very good as they will have to guess if you will continue the string or cancel into ex uprocket. I don't know if you can neutral duck on reaction but it's possible.

One thing I would like to know is, did @Jupe test this using a recording of Jacqui, or did he set the cpu to block/stance/crouching?
I set cpu to block stance crouch which is why my results were incorrect. First I was testing f12 against all characters and had opponent on reversal, but I then removed the reversal option as I wanted to wait different time between the strings to get different breathing hitbox results.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I set cpu to block stance crouch which is why my results were incorrect. First I was testing f12 against all characters and had opponent on reversal, but I then removed the reversal option as I wanted to wait different time between the strings to get different breathing hitbox results.
Testing on the cpu is not accurate in terms of crouch blocking vs stand blocking. You need to record Jacqui doing 12~ex up rocket, then play it back and try to crouch block the entire string into the ex uprocket. That's also how you test the neutral ducking. For some reason the cpu will stand up during block strings while a human can remain crouching.
 

YoloRoll1stHit

Publicly Educated
What? i think uprocket whiffs on everyone if they were already crouch blocking the hit before up rocket? The block stun and push back distance normalization patch changed this?
 

Jupe

Noob
What? i think uprocket whiffs on everyone if they were already crouch blocking the hit before up rocket? The block stun and push back distance normalization patch changed this?
It does hit against every single character except scorpion, sub zero, dvorah and reptile consistently after f12 even if they crouch block the whole string.