I miss these moves
Huh, I thought the beta was down, but it is going on right now. I just finished version 2 of my combo video loop page, upgraded the css and used a video that has like 72 combos in it.
http://www.eggscollective.org/nathan/storage/youtubePlayer/youtubrPlayer1_c.html
Random thing I found in Chun mirror where doing a V Reversal on lightning legs that was cancelled into super caused the first cinematic hit to not connect. Letting the super hit like in 3S or SFIV without the cinematic.
Fun fact:
You can f.hk over Birdies projectiles
Was she considered invincible to the first part of chun-li’s super? I wonder if this works against other characters.
I noticed a small thing with chun her d.mk in the air, d.mk comes out when you do df.mk and you are still in front of the opponent. When crossing up it’s reversed. You get d.mk when holding db.mk.
I wish it would just be d.mk, no db or df should initiate the air d.mk. Sometimes i use mk as a crossup when i wanted to go for the non crossup, and then i get the stomp unintentionally.
Messing around with d+mk as a crossup. Tried it out online, works pretty well if you get the timing right.
https://youtu.be/NEuqTVe7yi4
I was doing that in training mode trying to find wake up set ups or chases.
That picture is my wallpaper now. Those thighs and sideboob. That hair is really cute too. And I preordered on PSN so I’m set to get it day one.
Might have been. Worth testing. I remember Tokido succesfully V Reversaling a c.MK before a super released from Ryu , but I wonder what the difference was there.
**MOAR Chun Li footage. **Learning some new combos and getting better with AA’s. Some matches were laggy but yeah.
New Chun Li headstomp cancel tech. Basically tiger knee into stomp and it turns into a air MK legs. Sets up new combos. Remains to be seen if this is safe on block or not.
Nice, that will be useful when I inevitably go back to Chun.
You mean, safe on block? It should be. I was able to lk air LL to be even on block without this just by timing it to come out ASAP.
-Edit, checking again, I was doing mk air LL, which is what they’re doing there.
Well shit, I tried to sneak that one through the beta.
This.
Used it a few times yesterday. They just crouch and sweep you.
I recorded a few matches with my phone:
https://www.youtube.com/watch?v=wDMsY-Vzp5I
I punish way too often with cr.lp, cr.lp, cr.lp xx lk sbk, need to stop doing that, oh well.
I also never activate v-trigger.
Hopefully the gameplay is acceptable enough.
Got some ideas from watching you guys play, i’ll try to apply some of it in the last two days haha.
Nice sets there. Its obvious you’ve been playing sfiv a lot with those jab jab confirms lol. CVS2 was probably the only other game where she used her jabs for bnbs regularly.
Think I saw you were using the head stomp legs cancel tech. Pretty fun little execution thing and keeps you 0 on block.
Is it just my shitty execution, or is the stomp cancel really hard to do? The input is TK then down plus MK correct? It never comes out for me, and I’m doing it super fast, but I still only get stomps. Any help here?
In the video it says it’s qcf, up, d+mk.
The first thing that came to mind is that the annotation should be missing a mk? From what I understood you’re kara cancelling the stomp so you’d need another kick input to get the special out (or is the negative edge at works?).
I can’t really tell if he’s using the stomp to circumvent the height restriction by karaing it or using the up/down input just as a technique to get the correct timing for the earliest legs possible. I use excess inputs as well to get instant air jaguar kicks with adon since that move also has a weird timing.
I explored a lot during the beta and wanted to share my results,
• Super can be linked off of most all pokes on CH e.g. ( cr.mk, f.mp, HP, fierball)
• 3mk, cr.lp combos into super or EX or whatnot
• Combos ending with legs(short) leaves you in the best +frames, so much that a f.mp afterwards stuffs jump attempts and leads for a great CH setup if they swing (see super linking above)
• Air throw is a great AA (most damaging non CH AA she has)
• AA is also strong with standing lk and b.HK.
• AA is weak with b.HP but does lead into the best combo options (CH induces a juggle state )
• VSkill >wait as late as possible > (j.cr.mk) x3 as fast as possible> j.legs(forward) will cause the final hit of legs to juggle as you both descend.
• VSkill >wait as late as possible > (j.cr.mk) x2, kara j.cr.mk~legs(forward) will cause all the hits of the legs to juggle at the expense of missing the damage from the 3rd j.cr.mk
• Most damaging combo without meter : n.j.HK v cr.HP(1) xxLegs(short), cr.lp xxSpinBirdKick
• Most damaging combo with meter is actually tied between
o Neutral.J.HK v VSkill > (j.cr.mk) x3 > j.legs(EX)
o Neutral.J.HK v cr.HP(1) xxLegs(short), cr.lp xxLegs(EX)
• Kara throw with f.mp is incredible
• VSkill hits crouching opponents
• VSkill causes juggle state
• J.HP(1) causes juggle state
• As AA I could land VSkill > j.HP(1) v super or j.cr.mk or VTriggerActivate combos
• As AA I could land CH 4HPxxVTriggerActive, (4HP)x4
• VTrigger adds additional hits for little damage that induce and reduce the juggle state of the opponent on mediums and heavies. This means that CH’s lose their frame advantage b/c the additional tick/hit has less stun than the initial CH
• From enemy in juggle state you can usually juggle ( super, j.cr.mk, j.legs, legs, VTrigger normals) depending on how many points of juggle state they have left ( e.g VTrigger AA b.HK leaves enough juggle state points left for a single additional hit while VTrigger AA b.HP leaves enough juggle state points for (b.HP)x4 )
• Most damaging VTrigger’d combo with no meter VSkill, (j.cr.mk)x3, j.HK v b.HK
• Cr.mk > cr.lp > st.mp > f.mp> legs(short) is what I feel is the best hit confirmable, mix-up confirmable, low conversion after a jump in. Offers opportunity to tick throw, variants of multiple cr.lp if desired, etc. way better than st.mp>cr.mk xxspecial because there is less pushback on the 2nd hit and it starts with a low.