this is probably useless but i was in training mode (i always train a little before hopping online) and i noticed that cr jab and combo into cl st fierce. i said oh thats interesting. so i went ahead and did jump fierce, cr jab, cl st fierce xx super. the link is actually very very easy. only a 3 frame link
mc trizzle
Yeah, that works alright, but that low jab in there kills your potential damage in that combo you listed. You do about 100 less damage with the 80 scaler on the fierce and 70 scaler on the super than if you were to just do jump in fierce/rh, close firece, super.
You don’t see close fierce used a lot though because it lacks combo potential. Sure, you can easily link it from a low jab, but it’s only +2 on hit and it’s not special cancelable, which means unless you have super your combo ends right there. Close fierce is great against some characters though. In fact a jump in fierce/rh into a close fierce is part of Rogs force stand combo, but it doesn’t work on everybody. Plus it whiffs a lot more than close rh on crouchers.
Close rh is usually the better of the two close heavies. It’s +7 on hit which opens up lots of comboability, it rarely whiffs on crouchers (it’s active hitbox is a bit lower than close fierce’s), and you can still link it from a low jab. As a 1 framer it’s a pretty tight link, though you can plink it into a 2 framer to make it more manageable.
Low jab into close fierce is still pretty cool to look at though. So there’s that.
Nice post xaaz, I figured you’d probably know but I posted more for everyone else, even though the wording aimed it at you :p. I’m actually a fan of HB followed by Dash Straight because of the meter build and then going for a meaty. I’m really loving meaty combos at the minute, abusing the **** out of c.mk. I love it so much. Meaty c.mk, forced stand because of one frame stand on wake up, c.lp, st.lp c.hk and begin again.
Like you said xaaz, s’all preference. I do agree a headbutt allows for a breather though, as does any knockdown. That’s why I started look to MK Upper. Fuck Bison’s c.lk eh?
yea youre right. i use roundhouse cause i can link a far st jab or cr short into a dash punch afterwards
i was practicing the stand far jab into sweep by plinking the sweep.
i did a jump fierce x3 stand jabs and i hit forward and roundhouse together and crouching forward came out and it comboed after the stand jab. i tried to do it again but i couldnt. it was against akuma btw
mc trizzle
Low fwd has the same startup as low rh (8). You must have reversed your plink input and done fwd~rh instead of rh~fwd.
To plink remember you have to stagger your inputs down in terms of priority. RH staggered into fwd. This does rh on the first frame and rh+fwd on the second, effectively giving you two frames of rh with one input (since rh takes priority over fwd), which is what plinking is all about.
If you were to input fwd~short you would have yourself a real plink into low fwd, but as it stands what you did was just a naked 1 frame link.
dbl post.
Question…What’s the most damaging combo from a jump in?
I got 510 total using ultra:
j.fp, cr.mk, cl.mk xx hp.hb, Ultra1
Those first couple of hits may be the best setup for high damage combos off of a jump-in w/o having to worry about doing an upper loop to be able to combo into headbutt.
Edit: the cr.mk st.mk link might be character dependent, works for sure on Adon, doesn’t seem to work on Seth.
The biggest ones I can think of off the top of my head that exclude upper loops are:
jump in fierce/rh, close rh, low jab, fierce straight, super= 517
jump in fierce/rh, close rh, far jab, u1 = 522
jump in fierce/rh, close rh, low strong, fierce straight, super = 557
that’s righteous damage.
Also even though they’re kinda weird, here are some combos into dash low smash (torpedo). They’re useful for pushing ops in to the corner (Vega, E.Honda), or baiting out Breathless, if you mess up on the link.
j.fp, cr.lp, cr.lp, cr.mp xx hk.ds
j.fp, cr.mk, cr.mp xx hk.ds
j.fp, cr.mk, cl.mk xx hk.ds
from what I found, cr.mp can only connect/cancel at two cr.lp distances. Thus impossible to connect during an upper loop combo unless you fadc to have your first cr.lp hit at close distance (thus why cr.lp, cl.hk works). Dash upper and dash straight will cancel and connect at three jab distances (and far st.lp after three cr.lp)
How do you combo low forward into close forward?
Dynicksty
It’s tricky as shit and very specific per character and circumstance. Usually you have to precede it by a deep jump in or like a corner dash in after a ukd so that you’re as close as possible when the low fwd goes active. Even after that it’s not a guaranteed combo though. In some cases it’ll only work if your opp is standing and in other cases it’ll only work if your opp is crouching. Against some chars it’s impossible to do it. Against other chars it’s practically impossible to miss it. It’s tricky, man.
ALSO, I like how you used the same terminology I do (“low forward,” etc). We’re now friends. Make a note of it.
Nothing new or fancy but just re-watched a recording with a Ryu and noticed something I didn’t see in the heat of the fight (and again, it’s likely easy to explain with frame-data and nothing special).
During the match I pushed him to the corner and after an Upper Whiff to get in deep I went for CMK>CLK>Straight - However the CMK Traded with something you can’t see as it was pretty instant but going by the sound and the fact it was a kick I presume a CLK from Ryu. After the trade I still connected the CLK and DashLowStraight (Sweep which I hit by accident but was grateful nonetheless).
Again, nothing awe inspiring and likely very easy to explain but having just seen it in the recording it looked pretty funky.
Regarding terminology, I’ve never taken the time to learn it and often reference back to when I played the old SF2 etc
All I can remember is Light, Medium, Heavy (Fierce) P & K
You can call the moves whatever you want, RD. I don’t judge.
But, since you seem to regret never having taken the time to learn them here’s a quick rundown:
Light Punch, lp = Jab
Medium Punch, mp = Strong
Heavy Punch, hp = Fierce
Light Kick, lk = Short
Medium Kick, mk = Forward (Fwd)
Heavy Kick, hk = Roundhouse (RH)
Crouching, cr = Low
Close Standing, cs = Close
Far Standing, fs = Far
So, if someone were to say “fs.hk,” that would translate as “Far RH” in ancient SF-speak.
I prefer the older terminology. There is elegance in its simplicity.
Aye I’m aware of most like the CS / FS / J etc but I always tend to get Strong and Forward mixed at times so I usually always end up saying CMP/CMK and when doing that I figure it’d be pointless to say something like CSRH,CJab,CMP,DStraight or JRH,CMK,CShort,Headbutt etc
I’ll get it in time but I’m often talking little about combo’s and more about other no-terminology banter so that doesn’t help. Big thanks for the breakdown though, will keep that in mind and try soak it up a bit. As said, I’m just far used to my older fighting game days on Pad (and the odd Arcade session) and all I remember is binds being Light, Medium, Heavy + PK.
Not a valuable combo at all but I found that during a little match the other day versus a Cammy I got a little carried away with an EX Upper Loop (Think it was a 3xLoop) and for some reason her hitbox in the corner was able to take a finisher of double-cjab short into Headbutt whereas most characters would have been pushed too far away for you to connect two jabs and a short.
How this would be any way beneficial to anyone, I’ve no idea but it was nice considering it gave far more charge time to guarantee a completed combo rather than a jab or short whiffing.
lol my friend i discovered tha same thing against cody just tha other day…its helpful cause it gives more charge time like u said…it makes finishin wit a hb that much easier
If i’m not mistaken jab jab short HB after ex upper loop works on all characters who can combo into short after OH while standing.
Really? If thats true then I’ll keep that in mind - Traditionally I stick to typical JabShortHB but I don’t know what possessed me to go for a double on this occasion.
Ironically, Overhead>Short doesn’t work on Cammy (Well, while crouching - I know you said Standing), whom I got the JabJabShortHB after a 3xLoop. Even Overhead>CStrong>Headbutt whiffs on her, at least the four times I tried during our 35 game session - I’m guessing it’s a mix of pushback plus her being so small whilst crouching. Probably works fine while standing but then again it seems to work on everyone to my recollection (while standing).
Has anyone ever tried these cause I was just screwing around trying to get timing down pat on my combos and found that these link jumping Hp crouching MK standing LP crouching MP dash straight cancel into super does pretty good damage close to 500 I think