I’m still having a bunch of trouble landing an Ultra after an SJC FADC, i’m settling for thunder knuckles at the moment, i’m getting there
its always takes me forever to learn new tricks …
I’m still having a bunch of trouble landing an Ultra after an SJC FADC, i’m settling for thunder knuckles at the moment, i’m getting there
its always takes me forever to learn new tricks …
Im just having trouble getting the sweep after the sjc fadc. Ive been fooling around with plinking and it really does help. Just dash then hit c.hk, keep your finger down on the hk, then immediately hit mk.
So does anyone use cr. mk xx fierce tk feint, cr. hp?
It combos on counter hit and sets up good shit afterwards.
Didn’t know about that, thanks! In that case, CH cr.mpxx HP TK feint, cr.hp would work as well right?
Sometimes I just do c.MK to EX seismo if I’m looking for a counter hit since it works from a long range. c.MK to c.HP sounds like a nice hit confirm though.
To the best of my knowledge it does not. I tried it a shitload and couldn’t get it to combo.
Alternatively instead of cr. hp, you can do cr. mp xx ultra if you’re a little further in.
You know, CH mp tk, cr. mp xx ultra does a shitload for no meter. =|
That’s strange that you couldn’t get c.MP counter hit, HP knuckle feint to c.HP to work considering c.MP comes out faster than c.MK does. If c.MK was easier to do c.MP would be a useless move. c.MP has the trade off of faster startup and generally better priority against not hitting low.
I tried it out in training mode and counter hit c.MP, HP feint to c.HP is easy mode. c.MK, HP feint to c.HP actually takes a bit of timing and you pretty much have to hit c.HP as soon as the recovery ends on the HP feint.
So you’ve got it to work? I had a lot of trouble with the cr. mp xx hp feint, cr. hp this morning, but got the cr. mk xx hp feint, cr. hp 100%.
I’m going to practice it since I want to test out how good a confirm it is. I was thinking about applying it as a second part of a throw/counter hit mixup.
So you’ve got it to work? I had a lot of trouble with the cr. mp xx hp feint, cr. hp this morning, but got the cr. mk xx hp feint, cr. hp 100%.
EDIT: Ya it works. I guess I was moving my hands too slow or something.:looney:
I wish I understood why my qcb+P sometimes throws seismic’s out… Man these shortcuts are killing me, any words of advice?
Make sure you aren’t moving or tapping forward before doing the qcb+P.
Does anyone use air bk’s after a traded aa fierce tk? Saw Uryo do it once and was just wondering if any of you guys do it.
Where’s seismo > ultra? It can be done via HJC. It does 555 damage. Although it’s unlikely to pull off a l-seismo at point blank.
One of my tricky combos I like to do is LP seismo at close range, HP Knuckle cancel into Ultra. The HP knuckle cancel makes the LP seismo completely safe on block and HP cancelling it although requiring quick reflexes gives you all time in the world to combo into ultra or plan another action after they block.
I actually do use this myself on occasion.
I swear it’s impossible. I’ve tried it so many times and never once had it connect.
man, its possible man, you got to use an instant SJ BK(the one with smoke under her boots) but its not a guaranteed hit. i dont know the proper height which will let you know if the BK will hit or not, i think its bettet to use dash into another HP TK or ultra if you have it…
im only consistent with it with a trade HP TK hit and a zangief jumping MK
Yeah ive done it in practice with just instant bk. Set up ryu or someone to do a good air attack (I just had him use hk) over and over, play it back, and try and get a trade. After you do the hp tk, just hold forward and do :hcb::uf:k. In matches I just try to dash forward and get the second hp tk or ultra if I have it. I suck at dashing though so i fuck up a lot lol.
Is there any reason cr. short is used and not cr. jab in this combo ? cr. short has a retarded 5 frame start up and cr. jab has 4 frames which isn’t great compared to most the cast at 3 frames but is the best starter she has. Just wondering, I tested it on some of the cast crouching and standing and the combo works but would like another’s imput before I change the combo.
Thanks
Cuz c.LK hits low so it’s better for mix ups. High level Viper’s like to mix up her overhead on wake up with that combination since if you make it ambiguous enough it’s hard to tell whether she’s trying to hit you with the overhead or wants to hit you low for a combo. c.LP has advantage on block and all that but since it can be blocked high or low as long as the opponent is holding in a backwards direction they won’t get hit by it. If you’re in range for crouching jab you might as well use close s.LK x 2. Less stuff you have to press and does the same thing.