Hey if you did it then I am wrong. I was always under the impression it had to be mp.hado. Were you doing it in the corner or mid screen?
Near the corner IIRC. I think I will go to the lab in a minute to double check on this.
If you combine the standard kara throw with this fun technique ive come across of : F,D,F and throw it works sort of like a manual kara throw. Do it fast enough so you get gouken to dip down and forward a bit , yet slow enough that no fireball comes out, combine this AND standard kara throw for even more distance than a normal kara throw: f,d,f, hk+lp+lk. Try in training to see how much more distance you can get out of it because it does vary slightly.
Was gonna record and post it but fuck it. Came from training mode and wanted to see exactly
how much more distance could be added to standard kara throw using this command:
:f::d::f:***+hk+lp+lk***
I found out that although this is not instantaneous as standard kara throw but shit will DOUBLE the distance when executed properly, as it is essentially a walk forward quick duck plus kara throw in one.
Someone else try this and let me know how you like it or if its even useful for you. ***
Since EX Gorasen “locks” the opponent in, wouldn’t EX Dash Palm > Dash EX Gorasen work on all characters?
Or is that just not a viable use of meter?
I wouldn’t waste meter on that since you can use HP Palm instead on all characters, and EX Tatsu will still whiffon someone like DJ who just falls too far away.
Screw it, I’ll stick with the Palm.
up to you but I linked you a spreadsheet with exactly who it will and won’t work on.
Okay…I’m in threat of a hurricane right now but I did pull sometime to play and to test this as well. I’m also not fast enough going to the right to pull this off. All of this testing was doing the combo going towards the left side.
FADC Cancelling hado into Shin Shoryuken
First things first. It seems that being closer does not work. You actually need to be further out. It seems that if Gouken’s foot is touching the other character’s foot, this will not work. You actually need to be like a big toe away for most of these. Our hit confirm seems to put us in the right spot for certain characters but not for others…sigh. Ken was a bitch and he seems to recover faster than anybody else I just tried. You need to hold forward after the gohadouken and dash immediately into Shin Sho. I don’t know the frames but it’s tight. It might be a one frame link.
{Character} {Works anywhere/corner only} {Works with dj. fp >cl.st.mp > cr.fp xx hado}
{Honda} {Anywhere} {Yes}
{Ryu} {Corner} {Yes}
{Ken} {Corner} {No-must use cr.fp xx mp.hado only}
{Ibuki} {Corner} {No-dj.fp > cr.fp xx hado(lp.hado works, mp.hado may be better?)}
{Sagat} {Anywhere} {Yes-mp.hado only}
{Adon} {Anywhere} {No-must use dj.fp > cr.fp xx mp.hado}
{Bison} {Anywhere} {Yes-mp.hado only}
{Akuma} {Anywhere} {Yes}
{Seth}{Corner}{Yes-mp hado}
You guys can go test the rest if you don’t want to wait for me. I don’t know when I’ll be able to as I will most likely lose power soon and who knows when I will get it back.
Much appreciated , but dude…seek cover man!!! shit!
awesome just keep in mind, if you can do lp hado on someone and mp hado, mp hado will give you an extra frame or two.
I can go home after work and try j.mp>st.cl.mp>cr.fr>etc. since maybe the pushback from j.mp may be different, i doubt if it makes a difference tho/.
Remember, from what I observed you do not want to be right next to them. Don’t know why. Try it with flip kick too.
The reason is probably the same as why MP hado works on some and lp hado doesn’t.
By being farther away the fireball is hitting on a later frame then if you are right up close. These extra frames are what allows you to do the FADC Ultra. Since MP hado travels upwards instead of straight (the shortest distance between you and your opponent) it grants you an extra frame(s) because it hits on a later hitstun frame.
Does this make sense? If LP hado is working on a character and MP hado combos as well, MP hado will for sure give you even more frames to do the FADC Ultra.
I’m think I want to start a post with character specific info, where we can all do character specific testing and then post it in there.
Talk about a can of worms…
Ok, Reipin. That makes perfect sense. The fb needs the time to travel before hitting and during that time you are in your cancel animation. Yes, I see what you are talking about completely. I wonder if the extra hitstun in 2012 will give us a little more advantage because we theoretically can be a little further away still.
Here’s what i’m thinking about this:
It’ll be fairly useless once 2012 hits, what with cl.mp > cr.fp x ex.palm dash ultra being only one bar. The fireball cancel doesn’t sound any easier to pull off and uses more meter and probably does less damage. I dunno, maybe the fact that it’ll always be the 3hit version is a plus.
The hit confirm ultra does 521 dam and 631 stun. I can’t really get the dash ultra too well without focus cancel.
what are everyones air to air moves of choice?
Mine would have to be dj.MP and nj.HP.
For air to air, i’d say dj.MP would be offensive and nj.HP is defensive.
Depends. dj.mp xx tatsu is fun, air tatsu is good too, nj.fp, dj.hk when going backwards but my most favorite when it works is air parry…I can almost see their faces when I absorb their hit and then slam them.
I’ve been finding that neutral jump air tatsu is good to punish guile when he thinks hes going to hit or grab you after you neutral jump his boom.