I use random block because I think it best mimics a real situation in a match. If cr.lk cr.lp hits, I surely don’t want to give up a guaranteed follow up. Then with s.mp, I want to condition myself to only ultra when there is a CH and not on block or a regular hit. I try my best to emulate the situation in the match to have it better translate into real play.
I don’t mind using the combo counter. I can watch the ultra all day. It’s just so beautiful lol.
This is a bit old. I know Azrael’s mentioned it before and it’s been on the Japanese Wiki for a while now too. The info is good tho. And the Dictator set-up theory works in practice too. Although the one time I can remember doing it, I didn’t have meter for Ultra so I had to settle for a Super, but the idea is the same.
The biggest thing holding it back from being 3S Chun low MK–you mentioned some of this–is the need for Counter Hit, the need for charge, and also the need for you to be a certain distance to get the far st.MP. Setting it up has to be very precise and you have to read if the opponent’s going to stick something not invincible out.
The thing with 3S Chun low MK into Super was that you could do it walking, multiple times. With this walking up into far MP can’t function the same way since you break charge. Plus, in 3S most Chun players would hit low MK, buffer the double qcf, then hit kicks when they see it hit. Buffering the motion can work in SFIV (that’s how I do all my Super links) but unfortunately it breaks your charge so you can’t spam it the same way 3S Chun could.
Some theory about this: far MP is 7 frame start-up (first active frame is frame 7). Using cr.LK, cr.LP on block gives you +3 so if you do far MP ASAP there’s a 4 frame window between when the opponent is in neutral and when MP will hit. So, in theory, any normal with 3 frame start-up will beat it or any normal with 4 frame start-up will trade. Hitbox-wise, certain moves by the opponent could avoid the MP completely (like Ken cr.MK). So I said all that just to ask, would cr.LK, cr.LP on hit give you the best opportunity to set-up CH far MP? cr.LP on hit gives +6, so doing far MP ASAP would give the opponent a one frame window to beat your far MP. Meaning outside of a reversal Super or Ultra or invincible DP type move, the opponent will either have to block or if they stick something out that isn’t invincible you get the counter hit. In theory.
One last thing about CH far MP into Ultra: Can anyone tell me if this works from far MP’s max distance? I know far HP from max distance won’t link into Super (maybe if it’s a CH) but if this works from any distance it could make it a bit more useful.
For KingRaoh:
cr.LKx2 on Dictator is very unreliable. The second cr.LK whiffs too often due to the “whiff bug” and how wonky hitboxes are in SFIV. If you want to test it out for yourself just go point blank to Dic and cr.LKx2 or use df+HK then try cr.LKx2.
DAMN YOU SS! always bringing me back down to earth :tup:
i thought i was on to some new shit…
but thx for pointing this out, i actually remember reading that post but for whatever reason i didnt look at the links into ultra part…
i just learned another new thing from that post which is mk hasan shu> ultra on countehit! thats phenomenal!
i already use HS into super as one of my premier hitconfirms, so this should be a breeze, especially using it on wakeup the way AZ does (which i’ve only recently added into my repertoire)
sry for jumping the gun, but i still think hit confirming far st mp>ultra could be quite useful offline.
Yeah, it’s most definitely useful. Unfortunately, I just don’t think it’s gonna be as gamechanging or anywhere near as commonplace as 3S Chun low MK into SA2. If it were a gamechanger I’d expect to see this more often but I don’t =/ Regardless, it’s good shit, maybe some others can experiment with this and help me see how useful this can be.
A combo not related to this:
(Near corner) b+MK, MK Target Combo, EX FADC backward, Ultra
Someone hinted at this combo in another thread IIRC, but I’m not sure if they posted it in this thread. To execute it: charge back/down-back, back+MK, back+MK, press and hold MP+MK, forward, back (back dash comes out), release MP+MK, forward + 3K. Really stupid combo since it takes two EX bars and does less damage than just doing b+MK, MK, EX Legs, Ultra which requires only one EX bar. Really stupid combo, but ridiculously fancy looking.
Does anyone else find it near-impossible to pull off hazanshu > super online? I’ve done it maybe twice ever in training, and faced a couple people from here, and it seems that c.lk > c.lk > ex legs is the safer and more reliable way to go after a hazanshu. Never seen it done by anyone online.
i hit kryo with it the other day, but our connect was 5 bars.
i’ve tried it 5 times online and it got blocked everytime except for that once… kryo pulls out my best.
training mode i’ve got it to about 85%, if it comes out it combos 99% of the time… hardest part is gettin the charge which is why i delay my button input on the HS when doing this cause that gives me a few extra frames of charge time.
You can change the strength of your legs after the first 4 hits by mashing a different button. It’s just like if you pianod for mk legs and kept hitting mk to get 8 hits. If you start with hk legs (you get the useful forward boost) then mash mk, your last 4 hits will be the MK legs with the + 7 advantage.
I have been trying that CH HK into memo string. Problem is if I do more than 1 jab I’m too far away for the close version to come out. Seems the best place I can stick it is when they emptyjump me I can get the HK to fire.what am I doing wrong?
The timing is extremely tight. With Auto Block, the dummy blocked the Ultra idk how many times before it finally landed. Not sure if itll be a reliable way
Sweet, it actually works! Thanks for testing ClxJames and for offering to test Dime :rock: Going by frames it would be a one frame link which would explain the tight timing. Hmm, I wonder if it’s possible to plink this. Something like, charge back, forward, back, forward + 3K, forward + 3K + 3P. That could make the timing slightly easier but actually executing it might make it harder to do. Regardless, thanks again. :tup:
The lp to st. hk is somewhat fast. It should be done with the same timing you’d perform Ryu’s lp into cr. FP or Chun’s cr. fp into SBK/EX SBK. The trick is to make sure that you’re deep enough so that it connects… if you are getting the whiffed st. RH, that means you’re too far.
Cr. hp xx hk legs ~ mk legs (:hp: + :mk: :hk: ~ :mk: ~ :lk: :hk: …) as a poke isn’t as impossible as I thought at first. It’s pretty safe, it should be intuitive whether or not you should mash mk, but either way it’s safe on block. The range is fairly generous, tho it’s not Gen’s far mk xx hp hands. ^^;
My execution is still pretty bad, but it’s mostly cuz I keep missing buttons by accident lol Against a standing opponent, it has about as much range as a cr. mk, but less if they’re crouching. Anyhoot, I’m learning it.
And Jwong kept doing u+f, d+mk shenanigangs all the time…
After hitting the headstomp, he would do a j.lk (right after the headstomp)… and go for the crossup…
From there he could do hsu, u+b+hk, tick throw, B&B etc. etc.
I tried it in training mode… but couldn’t get it to work.
I’m not quite sure how to time the j.lk … the wakeup headstomp is nice and all… but i want the mix-up game after that