SJ: d, u or d, uf or d, ub.
Denjin Trap: some sort of setup to land Denjin?
yea. the guy knocks u down and then charges it and throws it as u wake up. if u just parry the whole thing they can rush u and combo u as u are parrying it i think. but if u parry into SAII, it won’t happen
This is exactly correct. The rushing combo starts with a sweep, and the denjin is unblockable (you can only parry it). The problem is that you have to forward and down parry at the same time, otherwise you get hit.
As for superjump cancel, the easiest way to learn it, is to do SAII and then start madly wiggling the joystick between downback and uptorward. You will get the superjumpcancel. Next time do a little less wiggling, and see if the cancel comes out. Eventually, you will be able to figure out where the superjumpcancel needs to go. (The best way that I can explain it, is on SAII do the downback to uptoward motion so that you hit uptoward just as chunners yells during the final upkick.)
Oops…so I actually knew what a SJ cancel was, just didn’t know the technical name for it was…sorry!
I understand the Ryu Denjin trap now, thanks…
… why I didn’t think of a tread like this before?
ok, when do you taunt?? it is impossible to taun without being punished for this… I know (most of you probably know this, but I just discovered it myself and I’m sooooo proud XD ) … you must have your foe in the corner (or if both of you are in the middle of the stage), then do the down+forward HK and if you hit him IN THE AIR, you will land as he flyes trouhg the entire screen… this gives you enough time to taunt and get the bonus points without risk (watch the Alex’s EX air stampede tough, or the Makoto’s SAII, or the like… there aren’t really a lot of moves that can cross full screen in less than 0.5 secs)…
use it… =D
while that’s a good idea, i think maybe pressing 5 back + fierces for charging your bar is more worthwhile
Yeah, but the taunt doesn’t do enough good to be wasting your time setting it up. The first time you do the taunt, your attack increases a little. Then next two times you taunt, your defense increases, then the fourth time you taunt, you lose all the increased attack and defense, but you now do massive amounts of stun damage. Maybe if you set up the first taunt early enough in the match, but I don’t see doing the taunt 4 times in a match just so that you can set up stun combos, (Even though once you get the boost, you can stun pretty easily if you start abusing her Fierce–>Fierce air chain.) Save it for the scrubs.
Here are some combos that I personally use…
*b.hp > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*b.hp > kiko > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*b.hp > EX SBK
*b.hp > light SBK
*b.mp > hard SBK
*b.mp > kiko > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*b.mp > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*d/f.hk > b.hp > EX SBK
*d/f.hk > b.hp > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*d/f.hk > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*d/f.hk > b.hp > light SBK
*Jump in - d.hp > Close mk
RARE combos (I say that because they only work in particular situations…)
*d/f.hk > b.mp > kiko > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*d/f.hk > b.mp > SAII > Super Jump Cancel > d.mk x 2 or hp x2 or d.mp > d.fp
*d/f.hk > Close mk
In fact; those 3 combos only work on characters that can be shoved out of the corner, or if you manage to take over the corner they were standing in.
Oh; and you can cancel attacks w/ the taunt - but I haven’t found much use of it.
If you can do these, you can also do her jump in combos (not that many people really use jump in combos on this game).
*Jump in - d.hp > c.hp > EX SBK
*Jump in - d.hk > c.hp > EX SBK
*Jump in - d.hp > c.mk > mk SBK
Remember to do the parry motion as you are jumping in.
I’m having a lil trouble with sj cancel. Obvisously SAII into superjump cancel back to SAII, i am supposed to land before they do. they land barely before me, is this right?
u can’t saII, superjump, then saII again
that would mean c.mk x 2 saII = 100% damage to some characters.
I can do it - but really; whats the real use of it?
I find no real use for it - it’s just a waste of stock; seen as they are up in the air when you do the second SAII.
a guy posted this combo and said it connect:
Back+Fierce --> Kikkoken --> Houyokusen --> Superjump --> Canceled into Houyokusen --> Superjump --> Fierce --> Fierce
How do this combo work? Ican do the:
Back+Fierce --> Kikkoken --> Houyokusen --> Superjump but canceled into the Houyokusen --> Superjump --> Fierce --> Fierce?
sorry again but sj cancel is a sj and land before they do?
I think it is God telling you not to learn it. Seriously. Think of all this time that could be spent learning combos that do more damage using less meter!
My best advice is to wildly flail at the control stick at the end of her SAII, and you can get all sorts of weird stuff to happen. Once you learn to cancel the superjumpcancel then "insert wacky end of combo here, " you can move on to stuff that will actually help your game.
oh… i c… well… sounds good, thanks.
btw, do you chun has a hard time against ken? i find him kinda diffucult, what do you suggest against him? turtle or rushdown?
i was thinking about that too. poke mainly with d+jab and d+short
should i poke turtle or poke rush. i can do both fine. I find it when ken is attacking, not much i can do so im thinking poke rush.
Also i heard so someone say that ken is cheap. that true?
I don’t recommend a crouching anything against the shoto-bros. Don’t even try and play footsies. Standing strong works well. Hell, any standing punch works. If Mario, Luigi, or Wario get in, use standing close roundhouse. It will keep you from getting thrown. Also, jumping staight up and roundhouse works to push them back out as well.
Not for nothing, but if you have seen the EVO tapes of Ohnuki, check out him vs. Alex. There are some general good techniques that he uses that don’t require skills on the stick, but they do require a clear head.
Oh, I forgot to mention. Use Back and Fierce!
o for sure.
i seen the tapes, i’ll watch them again.
i’ll try to keep distant and standing moves. Also i’m able to tech the fireball into SAII very good which is:cool: