Do it w/o a full meter >_>
But that is the basic command. You basically are cancelling the startup frames of the rekka into an Ultra, kinda like a kara throw.
Do it w/o a full meter >_>
But that is the basic command. You basically are cancelling the startup frames of the rekka into an Ultra, kinda like a kara throw.
Thanks for the help. It has to be not full meter?
I’m actually not sure myself, but it’s just a safe way of doing it w/o getting the super off instead.
You could possibly do d,df,f+PP,d,df,f+PPP if your hands are fast enough and that would get the same result. Note that you can also kara cancel an EX COD into a super too. Remember that the second move will only come out when you get hit though!
Haha no way are my fingers fast enough to not buffer the second quarter circle forward. Didn’t know you could do it into super as well.
Works into an EX Air Throw/EX Wheel Kick/EX Tornado Throw/EX Roll as well.
Just throwing that out there.
What’s a good combo to back people away?
cr.lk 2x but nothing else seems to connect.
I’ve been trying to mess around a little with some resets/mixup crap. I’m not sure of the potential on it, the best analogy I have for it is 3rd strike Akuma low jab dash under after short tatsu. It’s not guaranteed damage like a falling sky etc etc, carries all the same risks as any reset in any game… but I’m trying to play this shit like Mags
Cr. Fierce x short roll, 1hit cr. fierce x short or forward roll.
Short ends up right in front of them, forward crosses up
Cr. Fierce x short roll, jump towards jab
lands right in front of them, throw or meaty low strong/ towards+forward
Thoughts and comments?
you could also do cr.lk 4x , standing lk. all five hits connect. the damage from those five hits is about as muCh as a fierce punch
standing roundhouse can be a good poke at times also imo
Thanks a lot! That lil combo helps out so much
to cowboyday:
oh man you are using my mix up games! good shit and if you didnt learn it from me FUCKING AWESOME man. also the jump jab after the roll might not work against good players, watch out cuz a lot of players have good anti air solutions.
cowman:
you can also do f+mk cr.lk, cr.lp (x2 depending on the character) and then st.mp.
really? hmmm i havent thought of this one…its dirty. and i like it
ya it HAS to be not full super because if you do qcf x2 and a punch you get super instead of rekka.
After messing around in training mode some, seems like it’s best to not cancel into super off of rekka, or FADC off of rekka unless you’re sitting on an ultra unless you’re gangsta with f+mk into close s.hp.
Reason for not supering is you do more damage without hitting the rekka.
Cowboy: That’s what early Japanese vids were doing, though I never thought of jump jab. I’ve hit jump mk once in a blue moon. I’ll have to try with the jump jab instead. I like doing the roll mix-ups though once people are afraid to mash
What are y’all doing after air-to-air fierce or forward? Currently I land, dash under and mix up:
c.lk, c.lpx2, s.lk
close s.hp (1) xx qcf+mp xx FADC, c.hp, Ultra
c.hp xx shenigans
CH lv1FA xx dash, follow-up
f+mk xx dash, follow-ups
EX or regular Tornado Throw
WOW! Lots of amazing tips and tricks here. Thank you all!
Cowboyday: I’m definitely going to try those. I love the idea of weird mix-ups. Thank you.
hold dat: Thank you for that “cr.lk 4x , standing lk.” Do the number of cr. lk change depending on character? I was trying it on Ryu in training mode, and I could only do 3 cr. lk to st. lk
Bustabust: Thank you very much for answering my question earlier about - rekka > FADC > c. hp. I’m definitely gonna try “f+mk cr.lk, cr.lp (x2 depending on the character) and then st.mp.”
Now just some general questions:
Is there any other reason to perform “rekka > FADC > c. hp” unless if you have an ultra ready? If I was to end the combo with a roll to Falling Sky, then it seems like too much technical work for that much more minuscule damage.
I have yet to use Rekka > Second Low > Finish Low. Does this ever come into play? For some odd reason, Capcom decided that Second Low and Finish Low will not be a combo. Perhaps they added it for some high/low mix up purpose? Second Mid is overhead, so Second Low is low. Second Mid is high I think, is Second Low, low?
I’m so just so grateful for all the members of shoryuken community. I used to read around combos for MVC2 and strats for 3s/CVS2, but I think SF4 forums have been incredibly gracious with helping newcomers (like myself). So thank you.
The second low doesn’t combo because there would be no point if you get the first hit, what’s wrong with just going high high for the damage…
Although it hasn’t happened to me, I’m told you can be thrown on block of the first hit or reversal’d by shoryu type moves. Since it never happens to me, I haven’t been able to test out if you do it from max range=ish, are you safe from being thrown. If so, it would make someone who can’t reversal a 50/50 shot at damage on the second hit.
Also found out it seems if you jump over Akuma’s ultra, you can’t seem to ultra when you land behind him, he seems to recovery too quickly. I’ll try COD next time.
Busta have you had any success with AA as an antiair, it never works for me always trading.
Busta, I checked the frame data, you mentioned things like cr.lp after a f+mk, f. I don’t see how it can combo if the frame data is correct. st.fp is 4 frames are seems to be just fast enough for it to be a one frame link, everything else is slower than that.
I’ve also trid a bunch of times and can only get st.fp to combo. Have you combo’d stuff like cr.lp?
A friend of mine does that shit ALL day and it confuses the crap out of people, messing up reversals not knowing where he’s gonna end up. I love it haha. He usually does st.jab xx roll for the reset though, he tells me you hits after the reset will be more meaty this way. I can’t confirm that though.
I also like to add in cr.fp xx rh roll st.jab xx lk roll. It’ll cross up up twice for some extra confusion :wgrin:
In response to the last question, maybe it’s because the players here suck but the guy i mentioned he uses rekka FADCs just to get to the whole reset mixup business. It may not be guaranteed dmg but there are a bunch of options so if you mix it up you it’ll usually net you some nice dmg.
I would use those resets but Im just not confortable with the character yet. Afraid i’ll mess up the continuous string of inputs. Can’t wait till I get more feel with Abel and use all that nasty stuff.
Something simple you can do to cross up super is to do a short kick roll while right next to them and then do another fireball motion but with the jab punch. The roll obviously crosses up and it will immediately activate the super as you come out of the roll. Doing it with jab gives you the hit invincibility at start up.
on block, rekkas are -9 (LP) and -3 (the rest, including EX). I’ve been hit with reversal flaming kick by Fei Long after trying to just block after a blocked hit. I think it was jab, but it might have been a strong rekka.
As for Zangief, I’ve read he’s apparently not supposed to be that hard for Abel as well, but I’m also not seeing exactly where people are getting this idea.
I played against a pretty good Gen last night for awhile. I’m at a loss on what to do, especially since I never played Alpha. He’d run and sit full screen all day, then wait to try and poke me while in Mantis or switch to Crane really quick to cross me up. That cross-up is retarded. It didn’t help that we’d lag at times and I wouldn’t be able to block c.lk after a blocked jump in sometimes.
His jump stupid fast. Everytime I’d try for a tick throw, he was able to just jump back freely. I’d try to meet him air to air at times which would sometimes work, but he beat all of my anti-air options. Granted it was online so it’s much harder to just see them and reflexively pop them out with a normal, but the guy I played told me he only got beat out by Cannon Spikes and Tiger Uppercuts. He did say that Skyfall scared the shit out of him when it connected for some reason and made him afraid to jump.
Otherwise, I spent the whole match trying to Wheel Kick and Roll to get in or build meter. It’s a frustrating match-up. Gen’s also kind of thin, so a lot of times I’d go for cross up and misread the spacing, whiff, and get thrown Anybody know what to do in this match up?
as you all know, comboing from c.HP into ultra in the corner isn’t easy or even guaranteed.
here’s a list taken from http://wiki.hardedge.org/index.php/Abel(SF4):_charakterspezifische_Combos
Sagat: easy
Zangief: hard
Chun Li: hard
Dhalsim: easy
Abel: hard
Guile: hard
Boxer: intermediate
Blanka: intermediate
Gouki: intermediate
Cammy: intermediate
Fei: intermediate
Sakura: very hard
Rose: easy
also, a list for f.MK -> dash cancel, HP against crouching opponents:
Abel
Sagat
Zangief
Boxer
Fuerte (note: not possible from max range)
Sakura
Gen
Gouken
Fei Long
against the following characters, close HP whiffs against crouching even if it is the first hit:
Chun Li
Blanka
Honda
Guile
Claw
Viper
Fuerte
Cammy
Sakura
Gen
to fulaani:
i guess it has to be on counter hit. to be honest i havent really played any sf4 this week and last week since i am so fucking broke so instead i am contributing on this thread. also when you say your friend does cr.fp roll st.jab roll to reset its the same thing, cr.fp roll cr.fp roll resets also. eh im noob at frame data shit but f+mk on hit leaves u at -1 it is POSITIVE that you can connect f+mk cr.lk right? cr.lk takes 5 frames just like cr.lp so shouldnt it mean it can combo? anyways correct me if im wrong i wouldnt be surprised if i was hah
to ssjtin:
to get the ultra after akuma misses his you have to jump with him. here is a pretty old vid [media=youtube]_KxSxJbVvhs[/media] its at around 1:35 or something
also the falling sky AA, to be honest i havent found the best of uses since i really want to experiment with it but i dont have a console.