yeah, c.lp into standing LP or HP is still somewhat mysterious to me. i don’t really dare to do it online, i don’t trust my hit confirm skills on this one yet.
same thing with Honda. I think it’s their hit animation that messes with their hitbox or something.
- c.LP, close HP hits:
Sagat
Guile
Zangief
Boxer
Abel
Fuerte
Gen
Fei Long
Gouken
Seth
identical list to f.mk, dash cancel, close HP, EXCEPT sakura.
Awesome blog Busta, I’ve become a dedicated follower!
Keep up the great work man, and sorry about your cash situation, the economy sucks ass, and school rapes you. It’s a shame such unimportant things as education have to come between a man and his street fighter. j/k j/k
I was screwing around with cr. HP anti-air and found something interesting. Check it out:
cr. HP (second hit) > HP rekka > Ultra = 468
cr. HP (second hit) > Ultra = 478 (!)
So as awesome as it looks, you’re actually making it harder to pull off and doing less damage. The combo damage scaling ends up screwing you. Also, going straight into Ultra seems to be even easier than a normal cr. HP > Ultra combo. The timing seems more forgiving. That might just be me though.
I was also fucking around with different non-Ultra options after cr. HP anti-air. The best options seem to be EX wheel kick if you have meter (finally, a good use for it) and LK wheel kick if you don’t.
Here’s all of your options:
cr. HP (second hit) > HP rekka = 80
cr. HP (second hit) > dash > HP = 120
cr. HP (second hit) > HK (far) = 140
cr. HP (second hit) > dash > HK (near) = 140
cr. HP (second hit) > LK wheel kick = 160
cr. HP (second hit) > EX wheel kick (one hit) = 160
cr. HP (second hit) > EX wheel kick (both hits) = 220
Also:
neutral j. HP = 100
The more I practice it, the easier and easier it gets to land cr. HP as anti-air. Worst case scenario seems to be that you trade, but even then you’re adding damage after the trade for at least 160 total. Usually more. You always come out ahead.
So maybe Abel has some really decent anti-air after all.
WHAT. Are you serious? This shit just got gangsta lol.
You think you could post a picture of when you activate it? If not, I’ll figure it out, but it helps.
It varies from character to character, same way a normal cr. HP launch does. Generally seems to be about the same, about when the character’s back is laying parallel to your head. But (and again, this might be me) it seems like the timing is a little bit more forgiving. You can do it a little bit later than normal. I’ve done it when their back was just barely below my head and still connected.
Just test it out. It only takes one or two attempts to get the timing right… I missed the first time, and haven’t missed since.
It sounds win-win. It is easier and does more damage.
EDIT: Just experimented in the training mode and I think I may have made it even sweeter. In your post you wrote this:
I found another way. cr.HP (first hit) > Ultra = 551!
It doesn’t matter which hit you do or if you trade, if you connect, you can land the Ultra. Scary, scary stuff. I tried it on various characters (Geif, Sagat, Ryu, Fuerte, Viper, Balrog, and Bison) so it seems to work with all. The only one it might not work for is Sim.
This is hilarious. If Abel is close to winning and has meter, they are forced to fight him on the ground. Sucks to be them.
Hmmm, first hit doesn’t launch them but resets them. can’t combo from it.
right?
You use it as an anti-air. They jump in, you hit them with the first hit. They don’t get launched, but they still hover in the air for a bit. You can Ultra them before they land on their feet. You actually have a lengthy amount of time to do it too.
I even put it on All Block to make sure.
u sure it was first hit? i dont think you can juggle after the first hit.
Try it whenever you hit the arcade next time. Actually, whoever is reading this, go try it in training and let me know. Put it on all block and use it as an anti-air. Try out of the first and second hit and get back here to share.
yes someone please confirm, if this works holy shit that would be sick. im doubting this works but hey you never know.
Why would we let you know if you’re stating that it works?
Fine, I’m stating that it is 100% confirmed then. Do it and own, machina.
I just tested in training.
Using Ken to continuously neutral jump and with all block it appears that with a first hit (i.e. the one that doesn’t launch high) cr.fp you must immediately go into ultra and it will land (551 damage)…at least that what it looks like.
The reality is that it isn’t really a combo off cr.fp since the combo damage resets and doesn’t include the initial damage caused by the cr. fp.
To check, if you don’t even do the cr.fp and just try to land an ultra when ken lands from neutral jump - it will also do 551 damage.
Doesnt the first hit of the cr.fp only reset? and the second hit launch?
Are you sure its working?
Isnt the opponent character still wanting to jump after the c.fp hit and that why he got hit by ultra?
Will test that tonight but i will register abel combo and try to guard it, not the opposite.
I dont think it works… I think he means the second hit… because if you AA with C.fp the second hit is the one that usually connects. Maybe he is just getting the hits confused in regards to c.fp only hitting on time in the air… which it does.
it does work… the opponent must be high enough to actually hit the c.hp and throw him in the air… u need timing and accuracy to pull it off… cuz c.hp is actually not the best anti-air for abel…thou don’t use it when the opponent is doing a jumping move infront of u or a cross-up… they must be precisely above you to hit the opponent and connect with the ultra…either a clean hit or a counter as long as their falling not rolling on the air cuz that means they safely land on the ground and block your ultra(if this happens dash forward + grab or w/e)…and one more thing the ultra is easier to connect on this one means it has a bigger hitbox than doing the c.hp(2 hits) to ultra…probably like 3 times more… abel ftw :wgrin: