I haven’t been able to get that link into ultra. I was thinking… maybe I can plink KKK with a punch button, but even that’s hard on its own. I tried altering my buttons to make all my kick buttons 3k and pianoing ultra. Ultra would come out and it still wouldn’t link ARGH what. >.<
lol yeah, i was trying to think of a way to plink it also… to no avail…
frames are wierd on this game.
-dime
I think you can’t link into ultras, ever.
there are plenty of links into ultra, dude…
any juggle is a link.
chuns jfp x2 >ultra is a grounded link
fa>crumple> ultra is a link
ch st.mp>ultra is a link
ch mk hasan shu > ultra is a link
-dime
Okay, I’m totally wrong. Sorry.
You can do it from jump ins, tho.
Edit: soo late reply. Mm… rootbeer.
yep, i don’t understand why mp links but ultra won’t. i’ve spent ages trying it in training mode, and i can get mp to link almost every time, but the ultra just won’t!!! whyyyyyyyyyy :wtf:
according to frame data it should work…but it doesn’t >_>
Is there any advantage to doing C.LP x (2 or 3) > S.LP > S.FP,
instead of just C.LP x (2 or 3) > S.FP?
What’s the purpose of adding a standing jab before the fierce?
i don’t really know every frame data… but i suppose it’s the same reason, why bison players do c.lp, s.lp, c.mk link … because after s.lp the following link is easier than after c.lp.
orly chzbrgla has it right, the link is easier after s.LP.
because its easier to just link st.fp from a standing position than having to let go of the controller and then go for the link.
-dime
St. jab has more range, but does less damage than cr. jab. Also, when some characters get hit low, their animations will change slightly so that they can be hit with a st. jab when it wouldn’t otherwise hit.
I’ve been spamming cr. mk xx rh legs online (mk lk lk mk hk), and it’s becoming very reliable as an anti air against shoto jumpins. It even makes them stop wanting to jump, which is cool.
It’s sort of shitty by itself as a poke. I would rather go in with a short at the range I would have to be at to make legs safe.
It does open up good FADC mixup possibilities, though, which I’m still experimenting with… but these are the options I’m seeing:
**
On hit/block: +6/+2**
Cr. mk xx hk legs FADC…
On hit
Cl. hk > hk legs ~ mk legs > st. hp (Character specific – doesn’t work on shotos/Cammy/Viper/Fuerte/Sakura that I know)
Cl. hk > hk legs > cr. lk xx ex legs
Cl. hk > lk legs > st. hp
Cl. hk > ex legs > ultra
On block
Throw
Cl. hk xx mk hsu
Cr. lk > cr. lp > cr. hp xx lk hsu
Cr. lk etc.
Stomp/Instant OH
interesting.
Is not having to let go of the stick during the link the only reason it’s easier? Frame data shows the same frame advantage on hit for both.
I think cr.lk xx s.lk xx EX Legs would be a better BnB than just cr.lk x2, wouldn’t it? S.lk is safe on block and is chainable (according to the frame data), so it would give you a tick throw chance after the s.lk on block. S.lk also does 40 damage as compared to 20. I can see why cr.lk xx cr.lk xx EX Legs is better than cr.lk xx cr.lp -> cr.mk xx EX legs, but would there be any reason not to do cr.lk xx s.lk over both?
Iunno, I like cr. lk and cr. lp. Cl. lk doesn’t have much range and far lk sucks. Sometimes I’ll throw it in because it looks cute, but it’s sort of obsolete for anything but variety.
Hey all,
Just wanted to check, wat is a good combo to do after a FA?
I saw someone did some move after a FA to knock the opponent into the air and did a triple step, any idea how this is done?
Gentlemen, I don’t know what to make of this but since it happened twice online tonight I figured I’d post it (maybe it’s an online only thing I dunno).
I comboed cr. jab x 2 into cr. RH and it combos for 3 hits. The first cr. jab was a counter hit of course but I thought the frame advantage for counter hits only lasted for the first attack. So how is this possible?
I tried recreating the situation after the first time I saw it in training but eventually said “fuck it, maybe my eyes deceived me” and went back to playing. But then it happened again… first cr. jab was counter hit then I did cr. jab again into cr. RH. Surely enough it said 3 hits again.
If this is not an online only thing (both connections were 4 bars btw) and means what I “think” it means then that may open up a whole new set of possibilities for counter hit combos.
I apologize in advance if this turns out to be something that doesn’t really work (or if there’s another explanation for it) but I don’t want to be the only one going insane in the counter hit combo experimentation process.
Edit: Sigh. I can’t get it to work in the training room… even using p-linking (which I normally don’t use at all). Curse online SF4 for mind raping me. :annoy:
after fa2 you can either:
- dash back, jump towards and do a headstomp…
- walk up to him, wait for him to fall to the floor and do tripple headstomps
- do another fa and tripple headstomp then
If you go for the first variation, you can either do:
- a fast target combo in the air … everything that would be possible after hitting a jumping enemy with air-target-combo is possible now (includes ultra, ex legs, ex sbk etc. etc.)
- finish tripple headstomp
but hitting with the dash back, headstomp is not that easy online…
besides these flashy combos you could also do your BnB combo…