Weird, I tried it on the last update and it works. Maybe the conditions changed from what you knew that it had to be? Remember, opponent must be grounded, 4th hit of ultra MUST be upper (K), super must be calculated so that 2nd hit makes contact, the super must be uppers from at least 2nd to 4th hits. 665 damage on best situations.
Sup everyone?
Anyone have tips for landing jab into ultra?
You gotta buffer in the directions, then tap 3P like you would if linking cr/st.hk .
Found an interesting combo. If you start a ex.ru combo with cr.mp you can do the following as a punish:
cr.mp xx ex.ru, cr.lp, cr.mp xx ex.ru cr.lp, cr.mp xx ex.dl/torpedo
Yes you burn an extra meter, but you can add a bit more damage for a UKD with ex dash low or use torpedo to push the opponent closer into the corner. I’ve tested this on Balrog and it works on him for sure. Other characters need difference initial spacing, for example you can only do it on cammy if you start point blank with cr.lp (close normal range), cr.lk xx ex.ru etc etc. I’m sure there are some characters this doesn’t work on, but the spacing before the first rep makes or breaks the combo.
Could you pls give more explanation on your needs? It is better for the answer.
I have been practicing the ex headbutt into ultra 1, but I can only get one hit on the juggled ultra and then the opponent drops? Is it my timing? When should I input for the ultra?
Recently I was trying to juggle ultra after torpedo (full screen torpedo) and a handful of times, i’d do it and hit the three punches and it would CANCEL into super. Normally the only time that super will out-prioritize Ultra (and you put in 3P/3K) would be if it cancelled. This happened late though, it didn’t seem as if I did the input during hit stop but during the recovery of the special.
What I did: Full screen hk torpedo (link) Ultra, you have to do it really late when the op is almost at Balrog’s knees.
doubt this has any practical applications (like usual) if anything comes out of it :[
Here’s a weird one.
I’m still playing Vanilla at the moment but I wager this will apply across the board. If only it was practical but oh well.
In short I was playing a sparring partner and just kicking back having a laugh, he eventually picked Rufus and he’s not the epitome of Rufus considering it’s just an alt he messes with. Anyhow, he was cracking under up close pressure a lot so I was in his face any chance possible.
At one point I walked up to him anticipating a throw so I neutral jumped - Turns out he used wakeup Ultra in desperation as I was a foot off the ground…
The fun part is I continued with my Neutral Fierce (With Forward Wiggle to try and avoid falling into Rufus Ultra) and it crossed him up! I didn’t combo from it as I didn’t expect to have actually hit him, but yes, it hit him at the back of the head and I landed behind him. He immediately started blocking but it turns out he thought it was the right way so when I threw out a Jab it hit for the KO because he was blocking incorrectly - I think both of us where in a split second of total confusion.
Got a clip of it as well for the channel later if it’s of any remote use.
The only reason(s) I neutral jump on a waking-up Rufus is if I anticipate throws (NJump into a Combo), anticipate EX Messiah (Being hit in neutral jump will just clip you for a tiny bit of damage, I like doing this now and then to see how much meter they are willing to waste if I’m in control - Much rather being hit for 1 Damage than to be hit for the whole thing) or anticipating Ultras.
Very odd.
EDIT:
[media=youtube]Z8MWVAzFD-s[/media]
4:12 mark.
nice, pretty sure it’s weird hitbox interaction, I’ve seen Rufus hit someone walking towards his back while he was faced the other way and get hit with the whiffed ultra 1. I might have a video somewhere of a similar interaction with Fuerte’s U2. Jav1ts found it, If fuerte does reversal U2 against a blocked cr.hk and you jump with hk, it’ll cross up and you can still combo into U1 afterwards, it’s pretty crazy lookingl.
Some AE combo notes.
Headbutt is horrible now. Only use is mainly ex version for invincibility and lp version for some Anti air angles.
Shouldn’t be using it in combo’s at all anymore unless you’re going for Hb. to ultra.
In terms of max damage It looks like HP. dash straight is the go to ender for most combos now. (note on some characters like blanka and geif HP dash straight won’t combo if hit it from max range in a combo)
Best damage on a jab hit confirm for a crouching opponent is:
cr. jab ~ cs. strong ~ cr. jab ~ cr. strong x ex. RU ~ cr. jab ~ cr. strong x hp. DS
301 damage.
obviously you’ve gotta be close enough for cs. strong to hit, so you won’t be landing this combo too much.
CS strong is looking like a strong combo tool. at the very least it allows you to combo 2 strong’s on about 2/3 of the cast.
On the low croucher’s(eg. honda and blanka) it will whiff if your jab before it hits. It won’t whiff is the first jab is blocked.
On at least Abel and most likely a few other characters it’s completely impossible to combo cs. strong ~ cr. jab ~ cr. strong. The strong will be blocked(not whiff) which is pretty strange.
How could they nerf the headbutt like this…
Yeah now your combo is the best, but you have to be very close, and there is two just frames link, not very cool for a bnb.
The other combo to use if the opponent is standing is the ending by stand lp, c or stand hk, another just frame link…
Now who says that the Boxer is a noob’s character ?
Bad day
just in case you guys didn’t know, medium rush upper leaves you at +1 on hit…use it
Versus Abel you can use cs.mp, c.lp, s.lp, s.lp xx Dash Straight LP. 5 hits, 180 damage (285 stun). Nothing special, but the col thing is that you don’t need charge!
I was curious as to what was Balrog’s highest stun for the least amount of meter. I’ve gotten about 850 stun using two bars and a jump-in off the top of my head:
j.hk, cl.hk, cr.mp xx hk.ru/hp.ds FADC cr.lp, cl.hk, cr.mp, hp/ds
That should be it, but an FADC’d hk.ru puts you just at +4 (or +3) mk.ru should put you at more frame advantage in exchange for the reduction in stun and damage.
s.mp s.jab into sweep is working great. its easy and you get the knockdown then the head games start lol
yea man. It is a nice use of cs.mp. Especially after a j.fp/rh.
Now I’m wondering. rather then sweep after the jab, would a ex ru or fierce dp fadc into another cs.mp be possible??
yes its possible instead of the sweep you can do a ex upper and then keep looping combos as long as you have meter but i dont recommend using more than one meter though of course depending on the situation and what not yea go ahead and burn your full meter but youll rarley be put in that situation, the sweep is good for mind games and safe jumps lol
Tigres_82, I know that lol. My question is; would it be possible to throw in another cs.mp after and ex.ru or FADC’D DP?
Sorry, should’ve rephrased my question better.
after FADCed HP RU/dash straight: both moves don’t have enough frame advantage for you to link directly into cs. mp. You can however, link into cr. jab and then into cs. mp into your finisher of choice. cs. rh is probably a better option though (cs. rh, cr. mp/lk xx dash straight/upper).
after ex. ru: cs. mp won’t link directly after ex RU unless the ex RU was a meaty or counter hit… And even then it’s pretty iffy as you might be out of range.
You can’t combo cs. mp after the ex. RU > cr. lp because you’ll be too far away and will get fs. mp instead.
thanks Rainscape.
So any other situations where cs.mp would be useful?