facepalm
10 characters
facepalm
10 characters
Um…
3.1415926535897932384626433832795028841971693993751 characters
c.mp, s.hp doesn’t even work on the entire cast (well… to be fair… the only one I know it doesn’t work on is hakan) and its definitely very very spacing specific. The majority of characters you have to be literally RIGHT next to them, which means the only times you really are going to get it are after a high hitting jump-in (who does that though?), after a stun (from a high hitting jump in), in the corner, or after a focus attack (level 3 I believe only… though never really checked it) when you start the focus pretty close. Not only that, but it almost never gains you enough to be worth the effort unless you were to get a stun (since its just an extra easy input) midscreen. Sadly its almost useless in the corner because c.mp, s.hp reverses the direction of the EX tatsu so you miss out of akuma’s biggest damage corner combo (if that is what you are going for).
There are certainly times where it is useable and I use it basically anytime I get a stun or a lvl 3 focus or feel like burning 3 bars in the corner (c.mp, st.hp, FB FADC HP, EX tatsu, SRK) but the spacing is not reliable in most circumstances.
And I’m not sure if “which 10 characters” was serious or not… but if it was a serious question… the forum forces you to use 10 characters to make a post… so people write thier short answer (usually a word) and then post “10 characters” to get over the 10 character limit (character… as in number letter etc).
Gator I’ve noticed youve been suggesting using c.lp s.hp alot but doesnt that run the risk of eating a reversal since its -6 frames?
if it’s a combo you can’t get reversaled…as a block string yes, you risk eating a srk but not everyone mashes during block strings you know…there are a lot of people who like to mash crouch tech and on those you’ll often get c.lp (blocked) slight delay s.hp (counter hit because they were probably mashing) cancel in to hadoken, FADC bla bla bla.
I use it a lot of times and now that akuma’s combo damage has been nerfed c.lp s.hp is the new hitconfirm to go for (since c.lp x3 will do shit damage)
Didn’t want to make a whole 'nother thread on this, but can someone give me some advice: are there any tricks to pulling off the FADC Shaku at the end of a combo like: s.HK, c.LP, tatsu, HP SRK?
I can get it around 30% of the time, but I’ve been working on it for ages and I can’t seem to get it to come off more frequently. Any help is appreciated.
I knew that it was a pretty nasty frame trap, but in the case of a block string it seemed rather risky.
Thanks Guys.
What about the hit confirm though, what is best to follow up with after cr.lk,cr.lp, cr.mp > Hado FADC… at midscreen? The spacing makes it a bit tougher.
This helped me get those sorts of combos down: [media=youtube]1lrU2ke5krE"[/media]
But that combo has been nerfed in Super, ending with EX Shoryu is a better option as it’s the same damage and only burns one stock of EX meter.
If the opponent can be swept after a tatsu I normally do c.MK tatsu > sweep and if they cant just sweep. I wouldnt use 2 bars to do that though unless I am in desperate need of a knockdown to come back, just use ex tatsu after the MP.
Yeah I’ve been practising the cr.lk, cr.lp, cr.mp > EX Tatsu combo, just wanted to know if there was a worthwhile FADC for that situation.
Thanks.
On characters with a bad wakeup game (ie: cody, rose without ultra, abel, sagat etc etc) I sometimes like to do c.lk c.lp c.mp xx hadoken FADC sweep.
If you only got 1 bar ex tatsu is the way to go.
rofl…
Thanks for the link.
When you say end with an EX Shoryu, do you mean without an FADC altogether, so it’s just s.HK, c.LP, tatsu, EX Shoryu.
^ Yus
Quick question, vs. M. Bisons headstomp, if you don’t jump back HP it, how can you punish it on block? can you?
If you’re not in the corner, you can just simply walk backwards and punish him when he lands because the HS won’t track you (If he mixes up with empty devil’s reverse to grab you, it’s still punishable when he lands but you’ve got to do it fast because empty DR recovers much faster than HS).
I think such questions belong in the match up thread btw.
It is funny to back dash right as he does it. He lands right next to your ready to punish.
Nah he is fine here. He did ask in a thread devoted to questions so I am not going to get on his case about it.
I’m using 4 bars to punish now with BnB, fadc, ex-red, ex-tatsu. I think its better than st.hp xx fb, fadc st.hp. Even that doesnt connect all the time (does it?) if not done in corner.
^ no… it ALWAYS will connect… s.hp has a deceptively large hitbox. Its the far superior punish as it allows the option of the tatsu sweep at the end, possibly ending with EX tatsu if you happen to reach close enough to the corner to land a SRK after the ex tatsu, and it does more damage/stun along with actually building you a little meter back at the end tail of the combo.
The only reason I use the above combo is if I landed a hk that I’m comboing off or if I went into a lk tatsu already and didn’t realize I had enough bars to perform 2 FADC. I posted damage values when the game first came out and i don’t remember off the top but its at least like 30 damage and even more stun better to go with hp FADC-ing. Not only that but the positioning isn’t as good and unless you get 2-3 hits (mostly 3…which is character specific) you aren’t going to be doing as much damage as you might be thinking it does in training mode. Not that its bad or not a viable option… but if you are talking about which is better… its the fireball fadcing.
as for bison’s headstomp… on block he can move away so no, it is not punishable. you might be able to ultra demon but he can change where he lands and if he goes into an attack afterwards it would hit you out of the demon. Basically your best bet if he lands the headstomp (blocked) is to just wait and see if he comes back towards you. If he does then you can c.hp him. If he just moves away then make sure you are walking backwards or focusing. Walking/dashing is best but sometimes, especially if you realize you won’t be able to walk out of range in time because he did it while you were moving forward, you can mix up focus absorbing the hit and dashing forward underneath him. If he moves back you can punish him weakly and if he goes forward (which is now behind you) you get a free bnb. Basically… head stomp sucks if anyone is even remotely ready for it.
Just kill it clean in the air with neutral jump hp. Bam.