You can cancel the second hit of the crouch fierce into Super as well, I do it all the time.
Whats the feeling on cr.hp xx roll xx Falling sky, vs cr.hp xx FS in online play.
I understand the roll builds you meter, and sets you up for resets and throws later, but strictly from a hp/FS standpoint… do you guys ignore the roll to ensure that no lag variables will prevent the finisher.
I have recently started doing the roll everytime because the mixup game, but many times I find myself whiffing the HP FS. It really sucks to lose out on that damage, and while my execution may not be perfect, i get it MUCH more often in 5 bar matches vs 3/4.
Doesn’t LP come out faster? That may make it easier on you.
LP does come out faster, so its a question of
cr.hp xx roll xx LP sky
cr.hp xx HP sky
meter vs damage, assuming of course that xx roll HP sky isn’t possible in some lag.
HP version doesn’t work on some characters. That might be why.
I perform the combo from muscle memory, not by watching what happens on the screen so lag doesn’t mess with my combo.
yeah, it tends to whiff against some characters. I agree with ssjtin that you need to do it with muscle memory, or just mash the hp skyfall during the roll LOL.
Hmm, any idea which characters it whiffs on? I also do it from muscle memory, but I think that sometimes in the heat of the moment I may not cancel the cr.hp into roll as early as I can, and it gives me less of a window to get the HP FS in there afterwards
The only character HP falling sky doesn’t work on after a lk. roll is Dhalsim – it hits everyone else, except the timing is slightly stricter for some rather than others… chars like viper, sagat, ryu, ken honda etc. are very easy – Blanka i think is tighter from memory, and i think also rose, but i’m not 100% on that
But yeah, definitely doable on everyone but dhalsim, so cr.fp xx HP falling sky is the best option in this matchup
Akuma is a bitch to land the roll -> HP Falling Sky.
For some reason I seem to always miss Ryu from the roll to fierce falling sky. I think its just a mental thing though!
lost a match today cos the last hit of my ultra didnt register because the timer ran out
the difference was seriously a single pixel of health pretty much.
luckily its the 1st time in hundreds of matches its ever happened and hopefully the last.
i do this from time to time if ive got a severly good lead and its the last round so i dont waste the meter as much (with the roll) does look v nice but more of a flourish than an actual match tactic
so today i was really curious why you get the step kick when you are so close without pressing forward. i just found out that f+mk and close mk (same step kick) are two different moves if you will. f+mk can’t be canceled, you can only dash cancel out while close mk (step kick not the weird angle kick) you can cancel into anything. also lol not really practical i guess but you can do close mk lp or mp rekka and it combos lol. the difference is 10 damage. f+mk does 10 more damage.
with this said, against small characters here is another mix up, cr.fp, lk roll, close mk (step kick)xx lk roll and it crosses up. im not dashing in this mix up since like i said close mk can be canceled into anything.
Yeah i’ve been using the “fake step kick” as a mixup – it looks exactly like the step kick except it’s special cancellable. Good for getting inside peoples heads after a few f+mk xx dash’s as they’ll expect the dash and possibly try reversal or whatever just to see a cod come straight out afterwards… it breaks peoples brains pretty well (unless you use it too much of course)
Close s.mk xx lk Wheel Kick catches a lot of people off guard.
the only bad thing about this is you ahve to be really close to do it. almost point blank. i was testing this on ryu but if you do 2 cr.lp’s you already out of range for the close mk (step kick) which means they can throw you or w/e they want that has priority since the move is pretty damn slow
If you do cr.lk xx cr.lp and walk up for like two frames you can do a close normal. You can actually combo cr.lk xx cr.lp -> close s.fp on standing opponents this way, and it’s also useful for overhead shenanigans.
Note that this assumes absolute point-blank range, so it’s only really useful on wakeup, off a step kick, or a focus attack.
if you walk and throw it out, you can still be thrown just liek how you can be thrown out of f+mk. i dont really think it has a practical use to it but ill mess around with it against online players. definitely not gonna use this at tournaments atm lol
Right, I’m not saying it’s useful necessarily, just possible. I think it does have some limited uses if you can get your opponent to stop mashing throw/jab because if you give Abel a high/low game his mixup suddenly becomes really really scary.
I’ve been messing around with Abel’s close st.hp and far st.mk extensively, and i have to say that they have ridiculous properties. far st.mk stuffs far jump ins pretty clean if timed right, and st.hp is god-send against players who neutral jump on your wake-up baiting a tt. these two normals also make the matchup against geif a little more bearable (still fuckin impossible though)
Ive come back from a bit of a breather from this game, and nice to know alot of work has been put into this forum.
Some very nice combos ere…