ah my bad then
Actually, it’s still just one hit, but the last (6th) active frame on close roundhouse MUST be blocked high - and since you’re bypassing the first 5 active frames, instead of frame advantage being even on hit, you’re at +5. You get 3 more frames of hit stun on counterhit, so that puts you at +8
f+mk has 7 frames of start up, hence why you can only combo on counter-hit. If you managed to score a counter-hit on the 5th active frame (only possible if your opponent wakes up into it, or loses invincibility at that frame… whatever) then you could still f+mk, but it’ll be a one frame link.
Boom.
starting on abel today !
are all the moves in this list (which is awesome) also for Super, or should i look somewhere else ?
Good work sakeido, thanks for doing this.
They work.
They all work the same.
Damage on ultra combos is reduced but I never went through and tested how much exactly. I’d say between 10-40 less damage depending on how many hits before the ultra
why is this thread not sticky?
why are some old ass outdated threads still stickied? who mods teh forums
I’ve been wondering the same recently - I just pm’d a mod to hopefully get some of this shit pruned
Edit: Well, there you go. Nice, tidy stickies. Yay.
lol sweet! Thank You
added new attention-grabbing title :lol: if I get motivated I will update all the numbers soon.
how do i c.lp into tornado throw, i seen it down in videos, but i cannot seem to get the timing down in training mode. what am i missing?
first of all, thats not a combo. do c.lp and then do TT. what are you missing? practice.
It’s not a link, you can’t link into command throws, and i’m not sure if a c.lp hit would be tt-able, I think hitstun wouldn’t allow it to connect, maybe after a block, but again, not sure.
Hit stun is longer than block stun.
Unless I just can’t read frame data. But that’d be completely unsurprising. XP
Yeah, hit stun on c.lp gives 6 frame advantage, while block (guard) is 3 frame advantage.
You’d have to wait (I think) this many frames in order for tt to connect.
Probably the better way to get into a TT is cr.hp xx lk roll xx cr.hp, fierce TT. I think that’s 380 damage, but I can’t remember. Not bad for no mater.
The second cr.hp will reset (it’ll only hit with the first attack) so you’ll have to cancel it on the first hit with your roll.
Which, by the way.
We’re not all emos. We’re just forgetful and have some odd passion for dogs. =p
Thanks Sakeido for the great thread bout to get started to try out the OH combo that strider mention good looking out yall
i’m aware that its not a combo, it seems to be a reset i seen many players do on youtube, especially from EMP.
basically its executed after a small jab from either a c.lk or c.lp.
maybe i need to practice more. but i am not able to grab them immediatly after like what i seen JWONG or Yipes do.
ok… idk why this has gone on for longer than 1 post…
jab or lk TT is by NO MEANS A COMBO, its a grab, u cant combo into grabs… (usually)
its just a simple tick throw… u hit em with an attack, wait for the hit/block stun to wear off and then TT
the thing is that people who are good know how to do the TT as soon as possible, making it look like it combos.
The End.
Speaking of all of this, what do you all do to maximize TT chances? I know that you can tick throw off a jab or lk, and a blocked f+mk is a decent TT set up. But, beyond that, any other suggestions?
thanks, so basically i gotta practice the timing after a hit or block.
blocked f.mk can only setup a TT if the opponent blocked high. tt whiffs on crouched opponents (maybe not all, but the majority of my metagame yes -_-)