anyone have some meaty throw set ups after a L SBK combo? I have some meaty jab set ups that perfectly set up chuns jab to beat wake up 3 frame jabs but im having a harder time finding meaty grab set ups that beat 3 frame jabs.
New corner meaty after mk sbk I stole from momochi. I don’t know if someone mentioned it before.
After sbk ender, dash up cr.lk b.fp. Catches both quickrise and back tech. After quick rise s.lp is will beat out all 3 frames jabs. After back tech is at least +6 because cr.mk xx fp kiko becomes a true block string. Also if they quick rise you can do cr.lk throw for a meaty throw set up. Throw will whiff on back tech so be careful.
Dash up twice, cr.lp/st.mp/b+hp (if they normal recovery, then your dashes have to be perfectly timed. Also, b+hp doesn’t work on normal recovery)
Dash once and walk, cr.lp/st.mp/fwd.hk (not as good for backroll. Good for normal recovery though)
Yes. It’s just instant stomps, cancelled into minimum height legs. You want to use LIGHT legs, as it will combo on counterhit, allowing for a full combo (i.e. cr.lp, st.mp, cr.mk xx MK SBK), and it’s also the only legs that will keep you in front of the opponent if they block. With medium legs you will fly over the opponent 9 times out of 10 and they can just punish you.
There really is no trick to it. It’s just really hard to do consistently and it’s gonna take a some practice. When you are practicing, put the dummy on “block after first attack”, “counterhit” and “crouching”. And try to do instant stomp, into LK air legs and then try to combo into cr.lp. If that works then you’re doing it perfectly.
Here you can look at an example of how it should roughly look like:
Does D.MK LK Legs only combo into C.LP S.MP C.MK MK SBK on CH AND when the opponent is crouching?
I have it down so far on a standing opponent, getting the 2 hits of aLL’s, but I for the life of me can’t get it to combo into C.LP. So is it possible or do they have to be crouching for the CH combo to work?
EDIT: Lastly, while i’m here. Any videos or a post explaining the trick behind C.LP S.MP EX Kikoken? I’ve been working on it and i’m not even coming close.
It’s only possible on counterhit, and it doesn’t matter if they are crouching or standing. In order for the cr.lp to connect, you have to do the LK air legs at minimum height. If you do it any higher, you won’t be able to combo from it.
Regarding the st.mp into EX Kikoken:
The trick is to go to neutral as late as possible, right when you’re able to combo the st.mp from the cr.lp, and then instantly going forward + 2 punches.
If you get the forward mp command normal then you’re holding a directional while you press st.mp, meaning that you went to neutral too late. You HAVE to be in neutral when you press st.mp, followed by an instant forward + 2 punches input (it has to be an instant cancel, else the game will have forgotten your charge). And if you go to neutral too early, you won’t have charge anymore when you’re trying to cancel into EX Kikoken.
In short:
If you get fwd.mp, then you went to neutral too late
If you get st.mp, but no EX kikoken, then you went to neutral too early.
It’s pretty tough, but it just comes down to practice. Know what you’re doing wrong and adjust accordingly.
Yes. It’s just instant stomps, cancelled into minimum height legs. You want to use LIGHT legs, as it will combo on counterhit, allowing for a full combo (i.e. cr.lp, st.mp, cr.mk xx MK SBK), and it’s also the only legs that will keep you in front of the opponent if they block. With medium legs you will fly over the opponent 9 times out of 10 and they can just punish you.
There really is no trick to it. It’s just really hard to do consistently and it’s gonna take a some practice. When you are practicing, put the dummy on “block after first attack”, “counterhit” and “crouching”. And try to do instant stomp, into LK air legs and then try to combo into cr.lp. If that works then you’re doing it perfectly.
Here you can look at an example of how it should roughly look like:
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So it only combos if the stomp hits counter, otherwise it’s just an overhead into pressure right? And I’m using neutral jump stomp?
Is this primarily something you’d only go for on their wake up or in neutral?
Yes it only combo’s on counterhit, else you just get pressure. The air legs are -1 though because you’re use LK Legs. But it’s only -1, so it’s ok to press jab afterwards and continue pressure, because air legs come as a surprise, not all characters have 3 frame jabs, and not everyone can figure out which version of the air legs you used.
It’s very strong on people’s wakeup, because it’s safe against most wakeup DP’s (not EX, or Necalli, or specific others, not entirely sure. But it’s safe against a lot), and they can’t react to it. They have to guess that you’re going for it. But it’s safe, so who cares if they block. You continue pressure.
In neutral I wouldn’t use it, cause that would mean that you have to walk alllllll the way up to them and then do instant stomp. It’s not likely. However, you can use it when you shimmy and they’re crouchblocking.
Also, you have to use forward jump stomp, as then the airlegs will put you next to the opponent to combo. Neutraljump pushes you back too far.
Pretty sure it’s corner only. Only ever see Alioune do it in the corner. Mid screen you’re better off just having V Trigger ready so you can link f+MP after EX kikoken and VTC into c.MK.
No, but you can do cr.lp, st.mp xx EX Kikoken, LK SBK. Which is max damage midscreen with 1 meter. The trick to this is to throw out st.mp xx EX Kikoken early and downcharge instantly (you’re basically already downcharging before EX Kikoken is even on the screen). And then just link LK SBK. It takes some practice to get down, but it’s not as hard once you get it a few times.
You are more than likely getting hit as you stand, or you are getting out regular SBK. Regular SBK has a shorter charge time than ex SBK so there can be issues with getting out regular SBK instead of ex SBK.
Yes ex SBK is fully invincible on startup.
If you truly are getting hit out of ex SBK it’s because you are doing it way to early and allowing all the invincible frames to deplete before your opponents move makes contact with you.
The problem with mk iall is that it usually goes over the opponent and you’ll eat a tripguard punish. That’s why you have to use LK IALL, and then you’re -1 on block. So… I wouldn’t spam stomps into iall as pressure.