someone tell me some new leet makoto stuff.
move one spot up on the character select screen and you pick chun li
best mixup ever
lol, priceless
HOLY SHIT!
That was a Good one.
solid… mix up…
damnit
i heard this before in the Q tactics >.>
Except when you go up one space from Q, you get Remy…
Burn!
Ummm…(goes away)
I just got a quick question, for this combo
Karakusa >> HP xx SAII -> Dash -> MP Fukiage -> Super Jump -> HP
If u don’t super jump but just jumping HP, would that be the same amount of stun as Super jump HP??
I would think so, so the only purpose of Super jump is for insurance right? just in case they bounce to a random side
And my other question is the range of this combo. Im not sure if im just not doing SAII fast enough or its just that if your opponent is just pass the center this won’t connect??
Im getting quite frustrated when it doesn’t combo…:mad:
Someone correct me if im wrong but I thought you super jumped to cancel the Fukiage so you can get up there and smack them.
And if they are past the center of the screen (timer) it wont connect.
Zzzz…
er… if you use that combo just do FP Fukiage (This one doesn’t require timing like the MP, cuz if you do the MP to fast people will actually not land on it properly. However, I’ve never had that problem with FP Fukiage) and make sure to super jump cancel it into the j.FP.
Oh sorry i just copied and pasted it from the first page i actually meant to do FP Fukiage instead of MP.:looney:
Cause i’ve been having consistency problems with super jump cancel into j.FP. so i’ve actually been just doing j.FP without the Super jump cancel.
and that was my question, there isn’t much difference right?
just learn the 100% combo.
Learning to Super Jump Cancel the Fukiage isn’t hard. If your having problems with it your doing it to early. You have quite a bit of time to do it, just make sure you hit them with the fukiage before you press down, up. Some characters though require you to time the straight up jump FP, but with a bit of practice you learn the different characters timings.
Question though about the Twin 100% stun. Karakusa, s.FPxxSAII xx sj. MK Tsurugi , land reverse MP Fukiage xx sj. FP.
I have some problems consistantly connecting the sj. FP at the end. Lots of times my fp just goes right through them (or so it seems) so I’m kinda curious what the trick/timing is to do it consistantly.
its not 100%, but very close. the goal is to hit the dp as late as possible. this will let you hit the fierce consistently. do what you’re comfortable with, but once you learn the 100% timing i recommend you move on to that.
i have a hard time doing it against dudley, is it even possible against dudley. with that stated are there any more characters that have issues being hit with the 95~99% stun combo?
Ya i’ve done it on dudley a couple times but the problem is that to get him to fall right you have to Time the MK Tsurugi as soon as you can hit him with it. Most characters you just do it as fast as you can, but on Dudley if you do that it’ll whiff. Possible just alot harder than most characters.
i figured it was something like that, thanks man =D
oh shoot i did it against dudley last night, arpe arpe arpe
Does anyone know what taunting post Hayate does? It does a special different taunt but does it have any effect? Same as normal taunt? Something to never touch?