One way that works for me everytime is to to piano the buttons starting at hk then ~mk~lk~lk~mk really fast you can press hk after the last mk if it feels more comfortable. ~ incase you were confused was a symbol for pianoing.
I have so much trouble with the dash ultra. I hold the balltop stick like a pencil with the ball between the base of my index finger and tip of my thumb. I usually dash by shifting one of the digits in one direction while letting go of the other. Is there an easier way to do this? It sucks to lose to scrubs because I dash ultra fail. Any tips?
Jedoy
1023
i also can’t dash ultra because i use controller -.-
I don’t understand dash ultra either. When I dash without buffering it I always move a little bit and then dash. Does that mean I am doing it wrong? My inputs are exactly right (i.e. they are b f f b f KKK) and I feel like I do it fast as hell, but it never comes out.
It’s not specifically about speed.
To dash, you need to make sure the stick goes back to neutral between the forward commands to make sure you dash.
Dash ultra isn’t really about how fast you can pull it off, it’s more like learning a rhythm(like most combos).
dash ultra is something i feel like ill never learn because of its high difficulty im having pulling it off =/ ive only ever pulled it off once and it was in training mode, not even a real match, i always end up doing d/f doing the dash by accident or i just cant do the dash fast enough :wasted:
how to connect regular Legs followed by EX Legs???
i can pull it off but not consistently… what i do is:
j.HK, HK, MK, LK,MK,LK (i lose count here but she hits up to 7 or 6 hits and im not sure if im getting mk legs or lk legs) then mash on mk,hk to get the EX legs out… 
whats the best way to do it??? (before i break any fingers! :wasted: )
I can’t quite remember, but I thought you could just piano the 3 kick buttons again and that would count as 3 kick inputs, so you wouldn’t have to mash on mk and hk that much. Does that not work?
Dime
1029
what you just posted is only enough to get out the lk legs… you will need 5 more inputs in order to get out ex legs…
whats been established for awhile now is that 2 quick successions of pianoing from hk to lk will get out ex legs 99% of the time if you do it fast enough and one of your last inputs gets plinked.
so what i do is:
piano for lk legs then wait a half a second for lk legs to almost be done and > hk,mk,lk,hk,mk,lk really quickly and the exlegs will almost always come out… it wont if you fucked up your piano and it also wont combo if you didnt time the piano to finish right as lk legs are recovering.
all in all its a really easy combo to do… its a 3 frame link so its kinda hard to miss the timing in training mode… in actual matches its easier to mess up cause its one of those combos that simply isnt used that much.
-dime
SD8
1030
how many invincibility frames does ex-sb have on startup, if it even has any?
Dime
1031
you can find out in the frame data section or on the wiki…
iirc its 7 frame startup with 6 invincibility frames or 7 framestartup with 7 invincibiliuty frames
-edit 6 frame startup 7 frames of invincibility
see how quick i did that… only like 2 minutes…
-dime
Mugbot
1032
Hey guys sorry to ask a bit of a scrubby question but this has been bothering me…
I’ve been playing a mate of mine who mains Vega and he seems to be able to counter anything I jump in with with his air throw - any suggestions?
duck
1033
Do you play on pad or stick out of curiosity?
If you’re on a stick, the trick is to get the rhythm down so that
it becomes a subconscious habbit. I know it sounds obvious, but I found I couldn’t do it consistently until I practised it a bunch of times without looking at the screen. This is because I found the physical animation of chun’s dash distracting, so that I would always screw up and delay an input or something. Then if I looked away from the screen I could do it every time, because there would be no delay and my inputs were much faster.
Maybe you don’t have the same problems as I did, but you should give it a try.
yea thats the problems ive had im starting to do it more consistantly now that i just focus on doing my hand motion for the dash and then completing the ultra inputs (only in training mode though i feel confident i could do it in a real match just with the timing vs the fireball)
japsa
1035
How can I deal with jump ins?
At the moment I use EX spinning bird kick, but it often gets beat, what other moves can I do to beat jump ins, or even escape them?
Roundhouse, fierce punch, neutral jump roundhouse or throw (for Bison’s headstomp), jump and do target combo, focus attack, backdash, block.
Now this might sound obvious but… Don’t just jump attack all the time, Vega’s air throw I think has good priority. However Vega as a character is pretty bad, you need to stay grounded against him as his poking game is pretty good but doesn’t really hurt and his health is very, very bad. work on ground pressure against him to get some easy knockdowns (cr.fk his backflip evade etc…)
Once you take the advantage against him and have him knocked down then you can jump in and use Chuns mix-up game…
This kind of applies to all characters, Chun shouldn’t just be jumping in to attack (her jump is floaty and goes high), you need to work on ground pressure, combo and mix-ups, only jumping if its safe (like on a knockdown timed right or over a move etc…)
Don’t use jumping in attacks as Chuns main line of offence, look at it this way, if you don’t jump your mate can’t air throw you, if you take his air throw damage (and subsequent mix-up damage) away from the games you’ve had would he have won?
amro
1038
There’s a whole wheel of options depending on what your opponent is doing. Standing forward, standing roundhouse, crouching forward, crouching roundhouse, crouching strong, crouching fierce, standing strong, standing fierce… all of these can anti air certain moves, which to use depends on the matchup, what you think your opponent is going for, and how far away they are. Some are more dependable in general than others, like crouching strong and crouching forward.
You can always backdash or FADC Backdash, they’re both pretty good evades for jump ins and if done correct (timed right and distanced right) allow you to then punish
Sorry! (if these have been asked before, 42 pages…)
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What do I follow up with after I block Bison/Dictator’s scissor kick? If done correctly, he is pretty far away afterwards.
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Please breakdown how to block Blanka’s ultra. I always try for high, then low, but still take the hit if I’m close(ish). I know the chip is nasty, but I’m failing to block completely.
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When I see someone FA, I sometimes try jump in target combo (? x2 jumping fierce), but the I eat the focus before the 2nd hit comes out…also sometimes this happens on crouching fierce, but not as often. Is this just a bad strategy? I hate to just let people random focus hoping I poke. I want to punish (if I’m close I know to throw/EX SBK)
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Any tips for dive kick/cross up traps? This is my biggest weakness.
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Is it worth trying to ultra through Guile’s sonic boom? Less than 1/2 screen sometimes he can block it…very fast recovery…