don’t forget that counter hits grant a certain frame advantages and reversal moves have armor breaking properties and some special attack are given a slight invincible start up or something. Yeah this is probably said a million of times.
Thanks guys, sorry for any trouble.
I was fighting a Cammy today and randomly stumbled on a combo…
b+mk target combo, walk forward ex sbk. Damage is quite nice. Works on Cammy and Ryu that I know of. 9 hit combo does 241 damage on Ryu… I think I got more hits on Cammy but I’m not sure… anyhoot. Have fun.
you actually have time to walk and down charge for exSBK , after tenshoukyaku???
No, but you have time to down charge and walk for long enough to close distance and still ex sbk.
uh…im so confused. u told him u dont have time to walk foward yet u still explain you can walk forward long enough…
if u want to know this combo is in the trial mode
Sick. I use b+mk target combo alot so this will be a big deterrent for focus abusers.
I was thinking of you when I posted it ^^
i know, i use it sometimes when in corner. but i didnt know you can do it outside of corner
so i tried b+mk TC -> ex SBK outside of corner and it works!!!
like you said you do the tenshoukyaku Target Combo and you wait a bit on the ground then move VERY slightly forward then press up and two kicks
I get from 1 exSBK to 3 exSBK hits
depending on spacing
do you know you can LINK super after the two hits of crouching fp
decent damage 428 (j.fpx2 c.fp2 ->super)
j.fp2 st.mpx2 kikouken super is 420
I think you can link super off any crouch jab…even just one if you have charge.
I usually land super by punishing a move on block (shoto sweeps, close fireballs, etc…)
just tried it, nice i didnt know about it.
did you try tenshokyaku -> exSBK outside corner? good stuff
yea i’m recently spending extra time practicing super landing tactics. thanks to orikasa he showed me the way of the super.
i’ll try to list ways to land super ranked by damage
j.hk c.fp(1) mkSBK super 529
c.fp(1) mkSBK super 528
j.fpx2 c.fp(1) SBK super 501
(hk)HSU super 490
(late and far) j.hk,st.fp,super 472
j.fpx2 c.fp(2) super 428
j.fpx2 st.mpx2 HPkikouken super 427
c.mk -> super 400
You are much better off just doing: (EDIT, maybe not).
j.fpx2 > super
Way less scaling, easier to execute.
Also there is the BnB: c.mk > super
and: st.fierce > super
And the last one, lots of scaling but nice to tack on the dmg if you will win the match:
J.fpx2 > c.fierce > mk bird kick > super
(You can always go from mk bird to super, but you won’t really land bird without comboing into it…)
j.fpx2 super is only 382
yea i forgot about sbk super, i added it above
standing fp super is not easy to pull off without few hits before it. but it is really good damage 440
c.mk is also not easy to pull off alone, i usually use it against shotos when they jump on me I use c.mk to counter hit and super
so if combo A has only 1hit->super, it doesn’t necessary mean it is better than combo B 4hits->super
sometimes the prior hits compensate for any damage scaling and makes the combo even stronger
I’m surprised by that…is c.fp x2 considered only one hit for scaling purposes?
as i edited above… sometimes the prior hits compensate for any damage scaling and makes the combo even stronger.
also this combo which i’m gonna call, MagMan Owning Rog Combo is 427
[media=youtube]PeCtsH_JNsw[/media] @ 1:21
d/f HK, c.lp , st.lp , st.fp -> super
basically i think when you want to use super, you should always aim for at least 400
if you land that j.hk then -> c.fp mkSBK super … 529!!! the biggest damage
so far
I believe the general rule of thumb is, if it doesn’t require an input then it is considered one hit.
Thanks that is a neat way of thinking about it, I haven’t heard that before.
Some are obvious like HHS being one hit…but things like her c.fierce I was never sure about.
:china: