can anyone tell me why why everytime i go for the fadc combo i end up getting 303 damage instead of 389? it keeps happening to me and I dont know why cause im landing all 7 hits.
There is damage scaling involved, so you won’t get the full damage as compared to doing the moves individually. For more info go the frot page click the link under " why lp dp is used instead of hard dp into fadc> shaku
rofl i know what damage scaling is. the fadc combo which is hp, haduken, fadc, hp, lk tatsu, hp shoryuken should do 389 damage but i keep on get on 303 like half the time even when i landed all hits. while sometimes i get 389? why is this what am i doing wrong.
Damage also scales after the life bar gets depleted below half. If you do that combo on a character with full health it will do 389. If you do it on them when the health is not full it will do less.
i wasnt aware of this. Thanks a lot so is there any combo that will scale better once u get past the half way mark?
No
10 characters
what ten characters ? im lost
I guess you didn’t really get how it works. You’ve got to add health damage scaling on top of combo damage scaling. It works as follows:
100 to 51 % health: no further scaling on top of the combo damage scaling, so if you do that combo to a standard (1000) health character, it will deal 389 damage.
50 to 26 %: 5 % damage scaling is added. eg. your standing fierce is supposed to deal 100 damage, but it will actually deal 95 on a character which is at about 40 % health
25 to 16 %: 10 % damage scaling is added
15 to 0 %: 25 % damage scaling is added
If you are in training mode repeatedly hitting a character you brought to 0 % health, each hit of your combo will be scaled by 25 %. And you’ll end dealing like 303 damage instead of 389.
lol.
There’s minimum amount of characters you need to have in your reply in order to be able to post it. His answer was two characters so he wrote “ten characters” after to make it work.
Just looking to find out what some safe block strings that ppl use… I have a really bad habit that I tend to do and that is press 2 or 3 jabs when someone is blocking and then do nothing…
Double post sorry:wasted:
as far as perfectly safe block strings, it pretty much comes down to cr.jab, cr.jab, or cr.jab,cs.short iirc, counterhit setups, the ones i generally use are cr.jab,cr.jab,cr.strong, or cr.jab,cs.short,cr.strong, but thats all i know
thanks for the response… for some reason it seems whenever i try and add a cr. strong i get hit with a mashed out reversal… so i just stopped using it
If we do cr.short -> cs.short -> cr.strong (the classic Tokido) and Ryu mashes DP can he can hit us out of it? I always thought cr.short -> cs.short -> cr.strong was a true blockstrong but could also be modified to a counterhit setup with a slightly delayed cr.strong (and the mixup is going for the throw after the cs.short).
Tokido is also known for counter-demon after a blocked sweep. He’s done this successfully vs Eita and PRBalrog (baiting them to counter-sweep and eating the demon). Does this mean that blocked sweep at max range is safe? Any further explanation on this would be greatly appreciated (when to do this as bait / when it can be punished).
I’ve been having difficulty with cr.lp -> cs.hp -> l.tatsu as a hitconfirm, bascially because I fear cr.hp coming out so much (and usually not connecting). Are there any tips for execution? Make the stick neutral for the cs.hp and then quickly do the QCB for the tatsu?
Vs Guile’s sweep, if we focus -> dash the second hit, what is the most damaging thing we can do? Went in the lab and seems like there isn’t enough time for a cr.hp. I’ve been doing cr.mp -> cr.mp -> ex hado in corner (can then juggle shoryu) / cr.mp -> cr.mp -> ex.tatsu is good too I think.
Slightly unrelated but: is Evil Ryu’s axe kick really qcf->kick (just like hadoken is hcf->punch)? I’ve been playing AE and the kick never comes out. It usually comes out only when I do like hcf->kick. Weird.
That string is not airtight. It’s purpose is to frame trap throughout and OS any backdashes with the stand roundhouse. It is easily beaten by DP mashing.
The only airtight grounded strings are chained small attacks.
Sweep is punishable at max range, however difficult for many characters to do so short of a super. Ultra demon allows you to cancel any normal making a sweep punish by the opponent a risky option when you have ultra. Just buffer two jabs whenever you sweep and if the opponent chases finish the inputs for a demon punish.
When does he OS the st.HK? Right after the st.LK?
c.lk > s.lk+s.hk (just press them together) > c.mp
c.lk > s.lk is a chain, this means that if the c.lk connects you will get a s.lk…if the c.lk whiffs (backdash) then the s.lk won’t chain and you’ll get a s.hk instead.
Nothing fancy or difficult…just like any other option select. That’s why you always see me hk when you teleport backwards after blocking a FA, heheh
I see, thanks Lollo. Does the st.HK catch any backdash in the game? Do both the hits connect?
It actually catches most backdashes. Ones it doesn’t that I am aware of is the twins, Ibuki and Makoto, although I suppose it may depend on how deep you are when you initiate the string.