st.HK stands them up.
^ st.HP = neutral joystick position, practice to do tatsu motion immediately.
cr.mp = 1/2 tatsu motion already input.
st.HK stands them up.
^ st.HP = neutral joystick position, practice to do tatsu motion immediately.
cr.mp = 1/2 tatsu motion already input.
is there any situation were a mp shoryuken is better to use than a hp/lp ? i cant seem to find a use for it
For bare-bone meaty wake-up attacks that you intend to either FADC forward and shaku them if it hits, or FADC forward > mixup / FADC backward > gtfo and throw a fireball.
mp.dp>fadc>hcb+hp
is greater than
lp.dp>fadc>hcb+hp
Why is my FADC’d HP.Shaku only hitting 2 times?
can you be more precise in your build up to your FADC as that is were the problem is
^because of juggling properties… MP dP->FADC->shaka does the most dmg out of combo and LP dP->FADC->shaka does the most dmg in combo/as anti air.
Build up is from f.HK - c.MP - LK Tatsu - HP SRK - FADC - HP Shaku. And basically any other combo that I SRK FADC into HP Shaku.
^in that combo do lp dp instead of hp dp
Don’t HP SRK into HP Shaku unless you’re using hit-confirm SRK. Just don’t do it. Ever. Stop it, you’re thinking about doing it now. No.
Luckily this is pretty easy to answer (though the answer is long) for Akuma. Figuring this out on someone like Ken is fkn mind-boggling because his moves have these outrageously awkward properties that seem to defy logic.
Maybe I’ll do a writeup including all the JP of Akuma’s moves later tonight and fully explain the system in detail…
The answer however, to your question, is juggle properties. There’s a thread around the general forums in which I and others delved pretty deep into it. Street Fighter 4 operates on what we called “Juggle Potential (JP)”. Every move in the game has some numerical JP to it. For multi-hitting moves, each hit has it’s own JP.
To give you a basic run-down of how it fully functions, you need to understand that there are multiple ways to knock someone down. We’ll call them as follows:
Standard Knockdown - A knockdown in which only moves with a JP greater than 0 can continue to juggle and only up until their JP is met. *** NOTE: The initial knockdown of a move does not contribute to it’s JP counter. This will be examined in a moment. ***
Hard Knockdown - Nothing can juggle off of this move. Throw’s and (typically) ultra’s fall into this category (Balrog’s is an example of an exception to said rule as it’s entirely possible to Ultra > Super with him).
Float Knockdown - A knockdown in which any attack is capable of hitting them. If the move causes standard knockdown, their state will be changed to standard knockdown–certain moves will reset people into Float Knockdown.
So now that’s out of the way, let’s examine that combo you just listed and get some initial numbers down.
Fierce Punch Shoryuken (Akuma):
1st hit: 0 JP – Doesn’t cause standard knockdown unless they’re airborne.
2nd hit: 1 JP – Causes standard knockdown.
3rd hit: 2 JP – Causes standard knockdown.
Fierce Shakunetsu:
1st hit: 3 JP – Causes standard knockdown.
2nd hit: 3 JP – Causes standard knockdown.
3rd hit: 3 JP – Causes standard knockdown.
Light Kick Tatsumaki (Akuma):
1st hit: 0 JP – Causes float knockdown.
So, in your combo, this is essentially why what’s happening happens. (I threw in the tatsu data to explain that situation as well) Each hit of any move during a juggle adds 1 JP to the counter, but only up until it’s max JP.
You FP.SRK. First hit doesn’t knockdown, the second hit knocks them down, sets the JP to 0, and does -not- contribute to the JP Counter. The third hit does, puts the JP to 1.
Now you throw the Shaku. Since the JP is at one, the first hit connecs, setting it to 2. The second hit connects, setting it to 3. The third hit whiffs because 3 is not > 3.
Let’s examine the other situation, where a FP.SRK FADC’d into Shaku will only give you 1 hit.
J.fp > s.fp xx lk.tatsu > fp.srk > FADC > Shaku (1 hit)
Bla bla–Tatsu hits, they’re in an aerial float state, no JP.
You FP.SRK. The first hit connects, knocks them into standard knockdown, sets the JP to 0, and doesn’t contribute towards JP since it was the hit that knocked them down.
The second hit connects, JP to 1. Third hit connects, JP to 2.
You throw the Shaku, one hit connects, JP to 3. The rest whiff since it can’t exceed 3.
So that’s that. Another useful one (sort of?) to know is that Akuma’s Ex.FB has 1 JP.
This is pretty easily tested in any corner: EX.FB > fp.SRK. The first hit of EX.FB doesn’t knockdown at all unless they’re in an aerial float state and has a JP of 1. The second hit knocks down and has a JP of 1 also.
EX.FB goes, first hit doesn’t knock down, second hit knocks down and sets the JP to 0. It doesn’t add any JP since it was the hit the caused the knockdown. Fp.SRK only connects the latter two hits since 1 > 0 and 2 > 1.
That’s the very technical reason as to why your shaku only gets two hits. It’s also (besides the damage) is the reason you lp.srk out of a lk.tatsu in order to maximize the 3 hits of Shaku. lp.srk has 0 JP but causes standard knockdown, which makes it the best choice juggle-wise as it’s a single hit and doesn’t add any JP to the situation.
Finding out that it is 0JP is pretty easy, set your training dummy to jump, then air-tatsu it so that the tatsu hits twice. The first hit will put it in a float knockdown, the second hit puts it in a standard knockdown with a JP of 0. The lp.srk whiffs if you try to connect it afterwards, but every other SRK connects 1-2 hits (1 if mp.srk, 2 if fp.srk).
I think you misunderstand. I said between the Shaku and SRK you have a total of 4 hits after a tatsu. Not that every move in the entire game can only juggle 5 times just that the SRK + Shaku combo has a total of 5 max hits.
Of course others can juggle a lot more especially Ultra moves.
Ah, sorry, it has been a long time: I think I mistook “Now in other cases you are given 5 total hits while juggling.” as what I said in my initial post. Would you mind deleting the quote by the way? It’s a bit lengthy .
– Edited to reflect that.
Heh somehow I ended up with the whole post when I was just trying to quote one paragraph. Don’t ask me how though.
ok how about this one, being able to focus out of a move is only possible in a move that can be canceled into a super was my understanding…so in a mk. and hk. spin kicks you can cancle out of the first hit
can or has anyone preformed the super off this first hit? i know it cant combo but would look cool if any one has a vid… i cant do it in training mode am i wasting my time
Aye, you can do this. Akuma can (afaik) super cancel out of every normal he has. (Can’t tell you how many times I’ve fucked up the block-stun buffer of a demon and accidentally cancelled out of a jab that hit someone…)
yeah but you cant cancel out of mid air so it has to be entered before your buttom foot leaves the ground…lightning fingers are needed
Ah, sorry, thought you were talking about his mk/hk normals. But yeah, that should definitely be possible…I’ll have to try it out, might be easier during a cancel…like…
c.mk xx mk.tatsu xx super
:d:(:mk:+:lp:):db::l:(:mk:+:lp:)(:r:+:lk:+:hp:)
Or something to that effect.
– Just tested with the above method, totally works. I’ll make a vid if you’d like.
[media=youtube]pskHG61jmsU[/media]
There ya go ^_^;; sorry for the music, didn’t realize it’d pick up my headphones.
it still possible thx 4 the vid…but can you do it without contact using the tatsu as a decoy
That’d be pretty hard. Bah had an idea, doesn’t work, looks cool though