Here I made a small video. I feel like it is useful since a lot of people like to jump on wake up and also it beats standing and crouch techs so IMO is a really good option.
Meterless against characters you don’t necessarily need to knockdown and want to keep at a distance (good distance for fireball reads for a jump in etc)
If you want to start using meter you can do EX.Rupper after the f.st.LP and then do cr.LP, f.st.LP into cr.RH / f.st.RH. You can also go into headbutt for a little more damage than the f.st.RH version (same stun though, but this gets the most damage with a knockdown as well).
Not sure how useful this will be to others, but I tend to think about which set I’m gonna use when I see the matchup. Some characters I don’t want to knock down too often because they have really good wakeup options which leaves Rog pretty useless.
I’ve also been playing around with the cr.mk, cl.mp link with certain starters and this is what i’ve found so far:
the cr.mk, cl.mp link will work against certain characters in certain sitautions. And it’s even a bit more fickle after that, but it does work on the following characters pretty naturally: Akuma and Deejay. It works on Cammy, but only after overhead FADC. It gives us the following combos:
*j.hk/j.hp, cr.mk, cl.mp xx ex.ru, cr.lp, cr.mp xx hp.hb
*lp/mp/hp.oh xx FADC, cr.mk, cl.mp, cr.lp xx ex.ru
Using the cr.mk/cl.mp link from a jump-in drops your stun by 100 (where as j.hk, cl.hk is the more damaging starter in terms of stun since cl.mp only does 100 stun and not 200 stun).
For comparison, the damage difference between the well known j.hk/j.hp, cl.hk, cr.mp xx ex.ru, cr.lp, cr.mp xx hp.hb is: 443/780 versus 403/680 . So less 40 less damage and 100 less stun, but you get a guaranteed force stand against the character with good damage. Keep in mind that ex.ru opens you up to higher stun, a st.hk or cr.hk finisher or mk.ru/hp.hb as well as smash if you spend an extra bar.
On Cammy after you land the overhead FADC, you have to delay the cr.mk until her reeling animation completes, then perform the link with the same timing as cr.mk, cr.mp.
It seems to work on the most of the cast in the corner.
One tidbit though: even though the frame data would suggest it’s a 2 frame link, on some characters it’s essentially a 1 framer due to the reel animation on some causing it to whiff if you hit it on the early/late frame of the link.
But yeah, I tried it on the problem characters and it worked on most of them in the corner, except of course Blanka…
On those it doesn’t / is harder to get it to connect on, it might be worth doing j.RH/j.HP, cl.MP, cr.LP and then your combo. Again you’re dropping damage / stun but you’ve got the option of EX rupper like @3nigmat1c mentioned before, and cancelling the cl.MP into overhead is a good bit of trickery, and also leaves them standing if it connects, which means you can overhead and do cr.LK or cr.MP into EX rupper loops too.
I’d like to bring some attention back to the combo Overhead xx FA LVL 2, Ultra 2. The FA LVL 2 part of that combo is only hard to hit on certain members of the cast because they are crouching, however standing it hits them all consistently and easily for the crumple. With the force stand overhead in mind, it makes the combo into U2 a sure thing (assuming you hit the overhead of course). I think this is one of the hardest to see coming overheads though, as you are already really close to the opposition which means you start up in the least frames possible, and also they are being forced to stand, reeling in their crouching animation and then having to stand themselves to block the overhead. The cancel is also really fast.
I made a small video in case my explanation wasn’t very clear.
I wonder how hard is it to see the cl.mp into overhead since it’s a weird thing to see forced standing. I saw -R- use it in the Taiwan tournament and nobody blocked it which I was surprised.
It’s going to get worse in Super with safe® overhead.
@Captain Salty: For Blanka, you can combo into headbutt using cr.lp, cr.mp xx hp.hb OR something Jav1ts found out a long time ago:http://www.youtube.com/watch?v=iRRt_N-gHW0 Haven’t tried it in AE, the timing is really similar to j.hp, cl.hp, cr.lp against crouching shotos in the corner.
What’s the best / most damaging super combo off a confirm?
I managed to get 517 damage from:
[j.rh, cr.mk, cr.mp xx HP ds xx Super]
Also why does [cr.mp xx fierce HB] have to whiff on crouchers from certain ranges? Because [j.rh, cr.mk, cr.mp xx fierce HB] is 324 damage and 520 stun which is obsurd for no meter. I think I just answered my own question though, lol. Gonna start doing this as my BnB on meaty jump ins though, assuming they’re caught standing.
Oh! Also, not sure if this is known already, but [cr.HK xx Super] is a true block string from any distance. Really good for chip game if you got the meter!
j.hk/j.hp, cl.hk, cr.mp xx hp.ds xx super is probably the most damaging. Will work on crouchers and standing opponents alike, link doesn’t work against every character (e.g. Ryu). The damage difference is about 20 and probably even more negligible if the opp isn’t at full health.
cr.mp xx hp.hb whiffs at max range against most characters (e.g. cr.lp, cr.lp, cr.lp, cr.mp xx hp.hb whiffs against a lot of characters). It’s just a function of hp.hb being horizontally very slow. IF a jump in is meaty, it should always catch the opponent standing.
NICE! didn’t know it was always a block string nor think of using it as such, i’ve been using it to catch people trying to focus my cr.hk, but they always release too early and get hit by it.
Been working on a rush upper loop that uses only kicks so that you can charge punches TAP during the combo, then get a stun relatively quickly afterwards and hit them with the whole thing for free.
Combo transcript:
[j.RH, cl.RH, cr.LK xx ex.Rupper, cl.LK, cr.LK xx ex.Rupper, cl.LK, cr.LK, ex.Rupper, cl.LK, cr.LK xx ex.Rupper, cl.LK, cr.LK xx hk.Rupper]
This bags you 820 stun, so getting the whole stun will be easier / harder depending on the character.
Ahh…so i did some more tests for TAP. I was right in that when you FADC any level of TAP the frame data is about the same on block/hit to a degree. I thought it made it -2 on block, but it’s actually -4 on block. So ostensibly FINAL TAP FADC forward puts you at -4 on block, -2 on hit, something like that. But you can’t easily combo afterwards on hit, meaty or even meaty counterhit. (You can on trade though)
I found that if you get CH lvl 1 TAP and you FADC forward, you’re actually more negative than if you didn’t. And for higher levels, you’re just not positive. So if my math is right, it means that for a high level TAP (more than lvl 1) to be at least +3, you need to hit it meaty…and CH at least 7 frames. With higher levels you have more active frames so this may not be too much of an issue.
So the buff to TAP charging time is a good thing from this perspective. If you get a dizzy off of a headbutt for example, you’ve got about 60f or so to charge a TAP on top of what you were already charging. (but with this combo you can only stun from Kick normals, so no throws or headbutts, only smashes, sweeps, roundhouse and rush upper. Can’t really even shimmy just counter poking.
Speaking of my arcade stick, I have 2 questions I thought you guys could answer me. In training mode I can get my Cr.lp Cr.lp Cr.mp Combo down 60percent of the time, So my question is can Cr.mp Be a permanent replacement for my combo’s instead of when i would use Cr.Lk i could just use Cr.mp I would greatly appreciate this. I understand this might be difficult to master but i think it would help me to at least Incorporate Cr.mp more.
Second is Can i combo Cr.mp From overhead in all versions? Ex and regular? TYVM For you’re time
Ugh, i played with an arcade stick before and got use to it, I’m at the point where i literally cant play with the xbox controller anymore, I need my stick to improve my gameplay, I don’t like not playing because i dont want to get rusty, Training mode i guess it is.
If you watched 10 plays 5 of them would include me dropping a combo cuz of my stick. Bah!
Three interesting things:
(1)Combos using cr.hp
Against most characters with a wide hitbox you can combo into cr.hp off of attacks that are +7, so combos like j.hk, cl.hk, cr.hp xx super (that’s 560 stun on the first three hits) or you can end ex.ru loops against some characters with cr.lp, cr.hp. It’s -3 so it’s gives an opportunity for weird frame traps with good spacing (that’s the theory fighter at work).
(2)Combos into super after hp.ds
I have a lot of trouble comboing into super after hp.ds with some significant distance in-between. For example: j.hk, cl.hk, cr.mp xx hp.ds xx super is most likely the highest damaging combo into super, but the timing has always been hard for me. I’ve found that if you negative edge the super it comes out a whole lot easier.
(3)j.hp in the corner
Got nerfed from Vanilla to Super, but I find that it’s horizontal range got nerfed, not its vertical range, so the same setups still exist you just need to aim a lot higher and a lot earlier. For example in the corner, cr.hk, fwd.dash, jump back fierce won’t work as low to the ground on most characters, but if you hit it maybe two squares in from the corner, it hits and it’s still +8 or so. Landing far st.mk xx super or st.hp is a bit more difficult. Another setup if Ultra/Super, bwd.dash, 3xfwd.dash jump back fierce. I believe that’s one of Jav1t’s safe jumps. These are really nice on the tall characters like Sagat and Zangief.