EXCELLENT FIND!
-dime
EXCELLENT FIND!
-dime
Mhm, that thing saved me from losing a set against this one Honda at teh evo. … well that and a bankai moment that dizzied him. It’s really hard to see coming. I really like the d/f roundhouse after it mid-screen, because it’s actually safe vs. reversal timing. Great reset after a dizzy.
Kara renda cancels/renda kara cancels are most likely in other games, but the only game that I know of for sure where it’s useful is in the SF2 Series, in particular ST. Off the top of my head I know kara rendas are useful for [media=youtube]yY3Yx9mT6Ks#t=3m12s"[/media] (low short, low short, kara renda into Super), Guile (low short, low short, kara renda into Flash Kick or Super), and Cammy (short, short, Super).
What methods have you tried to get cr.LK combo into MK/HK Legs? If cr.LK can combo into LK Legs and EX Legs it should, theoretically, combo into MK and HK Legs. I don’t have the game so I can’t test it but I thought up a couple of ways you could kara renda cancel into MK or HK Legs. Again, this is just theory, so if someone could try it out and report back that’d be great.
Method 1:
cr.LK (single tap)
cr.LK (double tap)
cr.LK~MK or cr.LK~HK
Method 2:
cr.LK (double tap)
cr.LK (double tap)
cr.LP~MK or cr.LP~HK
Both methods should be done at the same speed/pace as cr.LKx2 into EX Legs.
You cannot cancel lk into hk or mk legs.
The method I use to get one cr.short into ex legs is piano lk->mk->hk, then p-link hk~mk. I have done this a thousand times, and screwed it up many, many times near the start, and I have never gotten hk or mk legs from it, if you screw up the piano, you just get a safe cr.short into nothing.
<_< Look here, now. I’m gonna get salty and do this http://forums.shoryuken.com/showpost.php?p=7329833&postcount=2848.
…IT WAS ME…I DISCOVERED THIS!!!
Gonna go take a hot bath and cry now. :sad:
probably a dumb question but
can i combo headstomps from a tenkukyaku/tenshyokyaku?
maybe i just suck at timing it who knows
also
what’s the timing on this: fa2, backdash, headstomp, target combo (ex bird perhaps) --> ultra? and is it worth it, or is it just nice and flashy?
As far as I am aware no you can’t (I have tried this myself) the opponent is in the wrong state for the juggle from that move, unless of cause I suck at trying it too :wonder:
No really I don’t think you can (like 99.99 percent sure)
This is a bit of a hard one to explain timing through typed words but here goes…
As soon as you let the FA go (before it has actually connected) double tap back (for dash)
As it hits hold up towards (as the dash input has already been done Chun should then jump as soon as she has dashed)
Holding down you want to (characters require slightly different timing but this is a general way of execution) wait until the crumpled character has fallen to their knees, wait until they then start to fall farwards (at which point Chun should be directly above their heads, and very close to the ground - both the characters). The closer the crumpled character is to being fully grounded the more chance of landing the stomp.
Then press mk (holding down)
If timed correctly Chun should land the headstomp, as soon as she does (I mean as soon as she does) double tap fp (still holding down). The first hit will whiff but the second hit of the TC will connect (as long as you double tap fast)
Almost instantly press up/back (to keep charge) and two kicks for the EXSBK. You input this straight after the TC because basically Chun will land almost straight after the TC.
6…optional) Keeping charge move stick to back then begin ultra input just after last hit of the EXSBK, just as the character is throw away.
I have no idea if that makes sense, if explaining the timing in words has come across but that is how I do it. In terms of it being useful (ignore the ultra) the EXSBK version does like 10 damage more than the 3 headstomp version.
I use it but it is really more show than go! Still I do use it
thanks alot!
i’m gonna have to practice this in training mode
You can… it’s just that the opponent can only be hit a maximum of one time after being launched if you want to juggle stomps.
Take for example air target combo. First hit is the launcher, second hit is the first strike of a juggle. You can juggle stomps from those.
You can hit with two hits of ex legs, first hit being the launch, second being the juggle and FADC into stomp.
So, if you do b+mk + mk + d/u+mk, Chun will launch the opponent on the second hit of the sequence then juggle the opponent with the rising kicks. If you manage to somehow only connect 1 hit of the rising kicks, then you can juggle with stomps.
Also, you can juggle with stomps if say someone blocks the first two strikes, but jumps and you hit twice with the d/u+mk portion while they’re in the air.
http://forums.shoryuken.com/showpost.php?p=6915619&postcount=1
Check resets
btw, I haven’t given up on that project, it’s just that my laptop is shitty and i can’t find a way around poor capture quality.
Here’s another wierd one for you guys to figure out.
How come you can reversal super (supposed to be 2 frames) Rog’s level 1 turn punch but you can’t reversal super rog ex dash straight. Both are supposed to be -2. What a random game.
^You know I’ve been wondering that myself. Are there any other reversal moves that come out in 2 frames to test against a blocked TAP and EX dash punch?
My guess at the moment is that Rog’s EX Dash Straight isn’t really -2.
EDIT: And while we’re on the subject, NOBODY has figured out the real answer as to why you can link a 7 frame normal off of the full version of MK Legs and yet you can’t link the Ultra (which is also supposed to come out in 7 frames). Closest answer I think was Skatan’s theory about when the game allows you to execute a normal and when it allows you to execute Ultra.
There are other moves/tricks that give you +7 and allow you to link the Ultra but not MK Legs.
that’s ridiculous, I’d chalk it up to error in frame data or to test it someone with the same start-up and active frames as chun’s super and see if ex dash straight is punishable as well as level 1 tap. Time to research.
… Oh yeah? Well… nice find. :china:
EX dash straight is def at least -2. Gief gets free SPD off of it. If it was -1 then Rog could get away. On the flip side, Rog turn punch lvl 1 is almost def not -3 as you can’t shoto srk it unless the hitbox on the srk is too far away on frame 1.
^^^ i didnt know all of that. well one thing that i have figured out is that every once in a blue moon rog will do a jab dash and i reversal super it but he but he blocks it…
i chalk that one up to hitting on meaty frames even when i wasnt waking up or landing.
another one i’ve been trying to figure out is that chun is bonafide at +7 after mk legs mashed (cr.hk will link and so will st.mp) but she CANT ultra there…
that ones still got me, but i think samma hypothesized that it could be that normals can cancel the ending frames of mk legs where as her ultra could not (cause ultras can only be done when at neutral state of course)
so i went one further and tried to jump cancel the ultra when doing that combo (charge back, forward,back,UP FORWARD) but it still didnt combo…
perhaps the punishes that you listed have hitbox issues?
like in the tap versus shoto srk reversal, could it be that a reversal fierce srk from ken goes something like this:
frames 1 2 and 3 animate, on third frame rog is still hittable but his hitbox is too far away meaning that the srk hits on the 4th frame instead and he is able to block…
the only other things that i could think of was that capcom deliberately added on extra recovery/startup frames to certain moves when those moves are done in certain situations:
case in point besides the chun ultra bs up top that i listed:
mk hasan shu is 25 frames of hitstun, chuns dash from fadc is 18 frames… that leaves 7 frames to work with which means that ultra SHOULD combo from this when done from a forward fadc dash… but it doesnt… capcom doesnt let mk hasan shu cancel on its first active frame… it puts about a 3 frame gap before chun can dash cancel it.
imho capcom intentionally did this to keep both the combos i mentioned from happening.
and last, as far as hitbox shenenigans with things not hitting that frames say should, it could also be something like the moves arent actually timed in frames but in ms… which could result in, er… 1/4 frames and/or 1/2 frames…
but thats just wild speculation… i have no concrete answers.
-dime
I think Skatan figured that, Dime. I just have no idea…
Are you guys sure about ex dash straight? I am doing rog’s ex dash straight in training on record and am able to punish him with reversal super. It’s his ex dash upper that gets me to super then make a sad face.
One thing that definitely isn’t right is Chun’s hk legs though. That thing is -1/+3 for sure. Can’t SPD/Chun Super it and you can combo jab/short on hit.
EX Rush upper isn’t the only one. EX smash is also safe from Chun super :.
^^^afaik those are the only 2.
if it glows dont super it… thats my easy mode way of doing it.
-dime
I ran through the EX Dash. I could punish if he ended up close to me when he did it. If connected shallow then he could block.
Still can’t reversal EX dash straight. Dunno what the difference is between me and you, are you sure when you record you are holding back long enough to block to account for the super flash?
Alright, I played around with it a little more. I believe it has something to do with hitbox. I noticed I had to have rog connect on a little sweet spot for me to actually punish. It’s the same deal with Chun’s cr.lp cr.rh combo on Akuma and yes I held down block extra long.
Edit: Yeah I’ll chalk this one up to hitbox making it hit meaty as Dime said.