the cr.hp ex falling sky does work but its not worth it because you waste meter and fierce falling sky does the same amount of damage and does more stun than ex.
Thanks brust I knew that was wasting bar, so I just do the normal falling sky.
I don’t understand what’s the point in doing c.fp> roll> air grab instead of just doing c.fp>air grab. Enlight me please.
oh, and probably everyone already know but just in case: today I command grab’d dhalsim through his ultra
edit:ok, someone already said that a few posts ago.
roll generates meter.
yes rolling gives you meter, know which ones you can cr.fp roll fierce airthrow too (which seems to be most of the cast, well the arcade cast at least except for like dhalsim). also command grabbing dhalsims ultra is not new, ive discovered this long ago hah. nobody read the abel threads back then though…
Havik, the jMK into HP works, but I think you would be better off with a more reliable combo.
Not often will you have a full bar, and even if you did, you would probably want to burn it into a FADC~>ultra.
A simple crossup i would suggest instead could be jMK~>cMP~>rekka x 3. Only problem is that you would give him some range to zone you since they can tech, soif you didn’t want that, so you could adjust accordingly, like jMK~>lk x3~>dash into command throw.
I’m afraid of being stoned, scared, and laughed at if i tried to get noticed making my own topic so i will ask my question here.
Combos… Combos combos, I have a more general combo question than being Alex specific, now i look at websites like this one. and like most other guide sites there will be a list of 5-6 or so different combos one can try, such as: c.MP>Cod -or- c.LP>MP>CoD.
Now i understand the point of the combo, if you use c.MP first then Change of Direction they cant block anything after CoD if your quick enough…thats because its a “combo” yes? I also know in training i can stand in front of guy and slap him 3 times in row and thats also a “combo” …the more i train the more i figure out a combo happens almost anytime you hit the person fast enough, you can essentially combo any fast punch/kick you got as long as your quick, also a combo means they cant block you till combo is finished right?.. I’ll ask you on that soon.
Now im sure if everyone everywhere says to use c.MP>CoD then i can only assume that there there is a reason they say to use c.MP and not the other 20 normal moves first. i can make the word combo appear on side of screen if i do MP>CoD and i didnt have to do c.LP>MP>CoD. Why not have MP>CoD listed, is there something that c.LP>MP>CoD does special that im not aware of? I dont see what makes it different with info displayed in training mode.
My Question: Are the specific combos listed on that site (or ones we already know as common knowledge) special/Unique in anyway shape or form in the sense that you MUST use (c.MP>CoD for ex.) for it to work. Again i can make screen say “combo” doing almost anything fast enough. The opponent cant block until combo string is finished right? whats so special about hitting guy 2 times fast with normal move? the word ‘combo’ appears regardless, but definition of combo is not being to block after first hit connects by that logic every time i hit a person with almost any quick normal move i am entitled a free hit after the initial blow if im fast enough.
I know i have to be wrong somewhere, all i want is some kind charitable soul to help me shed the necessary light i need to see to play the game properly.
Check this tutorial out…I know it isn’t about SF4 specifically, but it is definitely a good primer for your discussion.
[media=youtube]jCapuhsOMcg&feature=related[/media]
Otherwise, the short answer to your question is that some normal moves cannot be ‘linked’ together as part of a combo.
Prepare for a wall of text! I’m going to answer your question with some of the jargon we use in Street Fighter, so don’t be afraid to ask if you don’t understand a term.
If the game recognizes a string of attacks as a combo, then yes, all of the attacks are unblockable until the opponent is knocked down (you can’t hit someone on the ground) or they recover from ‘hitstun.’ The reason combos work is that every move on hit causes the victim to go into a certain number of ‘hitstun’ frames (a frame is 1/60th of a second, the game runs at that speed. We measure all lengths of time in frames because they are discrete, indivisible units. IE the game does not recognize anything between frames 4,5, and 6 other than those frames themselves). Anyway, a combo works because on some moves the attacker will recover from the animation of his attack faster than the victim recovers from hitstun. We can count the number of frames of advantage that the attacker has. This number is the ‘frame advantage’ you get from that attack on hit. You can combo into any second move that has startup less than this number. This is why you can go from crouching light punch (referred to as cr.lp) into standing medium punch (st.mp) and the medium punch is unblockable if the light punch hits. A combo is a series of moves that link together fast enough to catch the opponent in the hitstun of a previous move.
There is one important caveat to this that I haven’t mentioned. You can actually cancel the ending frames of many punches by inputting a character’s special moves. This is called a 2-in-1. This is how you can combo from Abel’s st.mp ->mp Change of Direction. You actually cancel the ‘recovery’ frames of the medium punch directly into Change of Direction. This is called a ‘special cancel.’ You can also cancel from the first hit of the Change of Direction into Abel’s super. This is called a ‘super cancel.’ So you can go from st.hp (standing heavy punch) -> special cancel into hp Change of Direction -> super cancel into Super. On your controller, you would do HP ->quarter circle forward HP->quarter circle forward any punch.
Now, if you’re really paying attention, you’ll notice that I haven’t actually answered the question of why certain combos are preferred over others. Why do we bother with jabs and light kicks if we can just hit them with hp Change of Direction anyway? The answer is that we are trying to optimize damage, attack safeness, and unblockability.
[LIST]
[]Doing a jab before standing medium punch adds a little more damage.
[]The low jab is also safer. Because you’re crouching, some attacks that would hit you if you were standing will miss. Adding the low jab also makes comboing into the Change of Direction safer. Change of Direction is not safe if your opponent manages to block it. However, crouching jab into standing medium punch is. Adding the jab gives you enough time to confirm that your opponent actually got hit instead of blocking. In the heat of battle, it’s very good not to have to rely on split-second reaction timing to determine whether or not an attack hit and it’s safe to continue on to Change of Direction.
[*]Now, for blockability. Many crouching combos begin with a crouching kick (in Abel’s case, crouching light kick, or short kick). This is because this move has to be blocked low (crouch-block). If you started with crouching light jab, the opponent could block high (standing) OR low (crouching), so you have a better chance of hitting with that crouching light kick than a crouching jab. Some attacks can only be blocked high, such as Abel’s Wheel Kick, his Second Middle/Finish Middle Change of Direction, and Abel’s very close st.HK. Almost all jumping attacks also have to be blocked high.
[/LIST]
These are the most important reasons we do certain combos over others. Play experience tells us what is reliable, and frame/damage data tells us what is possible.
Hope that helps. Here’s a link to Abel’s frame data, too. It’s not important unless you want to try to see if specific combos are possible, but it gives examples of frame advantage/disadvantage, damage amounts, and all kinds of cool stuff.
Soemtime today , Ill be updating I was bored today and come with some " technically impractical combos" Just some fancy stuff… tho some of it really seems potentially useful. You will just have to see when I get them finished… and somehow get them recorded ? LOL
Anyone have blockstring combos?
some basic ones are…
c.lk->c.lk->c.lk->s.lk->F+Mk ( into what the hell you feel like doing…
c.lp->c.lp->s.lk->s.lk -> whatever you feel like mixing up with.
I prefer doing cr.lk (cause it hits low) and then switch to cr.lp to whatever. It gives a lot more advantage on block.
I personally like to do c.lp, c.lp, c.lk, f+mk
Some people start holding u/b to try and jump away from tick throws or mash b,b to backdash out. 3rd hit as a low will sometimes catch them. Plus, I get thrown out of c.lk after jump-ins if I don’t do them deep enough
I know I personally always block low whenever I block except when I’m getting chipped. I just always react to the overhead by blocking high.
Hmm, first up, I’m having trouble to connect my combo’s. I’m not sure if it’s a reaction practice I need. Cause after the first hit connects, im too slow to connect the combo (causing opponents to recover to block).
What is a good BnB set-up? I used c.MP xx rekka or use c.MK xx rekka. (Btw, is the xx’s to show the start of the combo making it unblockable afterwards?)
Also, what could I do if I mess up and it’s blocked? And would most of you guys finish the whole rekka combo? Or just the first hit?
Is there any tips on how to trigger combo’s quick with a joystick? (i.e. Shoto’s mk > fireball can be done by adding mk during the fireball motion).
Also, sorry for being a total noob, what’s a blockstring?
His c.MP xx CoD is his basic starter that leads into a lot of his combos and set ups. If the first rekka is blocked, you just have to make a judgement call. You can try and finish out high, or maybe change to lows, you just run the risk of getting hit out of it after that first block. Good players will punish you.
Block strings are a bunch of quick hits that all link together. Even if they’re blocked, they push your opponent back far enough that you’re still safe and you can follow them by mixing different things up to keep them guessing what you’ll do next. Just go into training and try some of them out, you’ll get the idea.
I have a question that I’ve always wanted the answer to, but can’t seem to find it. Why is it that we use LP rekka fadc -> c.HP instead of MP rekka?
I’m not sure if this is the correct answer, but I think since I use a joystick it’s another button to press after a cr.MP. So you can kind of piano tap the MP with the LP when combining it into rekka. Saves you tapping the same button again I guess where you have the option to quickly tap another button.
So the when the first hit lays, then the other follow-ups are guarantee’d hits.
cr.MP > LP rekka > fadc > c.HP
Correct me if I’m wrong please ^.^
I’m having a really hard time with cr. FP AA > rekka juggle > ultra. I keep going into the second hit of rekka, I think I’m negative edging it or something. When I do get the ultra off, it’s almost always when they’re too far down. Seems like they have to be above your head when the ultra goes off.
Any tips for this, other than practice? Will the strength of the punch used for rekka make any difference?