I can do it. I won’t be practicing it though. I can do plenty of high execution things but I never am able to do things at an 80% rate or higher usually unless I go all teenager and practice shit for weeks. Grown ass man with kids don’t have that kind of time to sink into practicing execution.
The trick is to do an instant EX Kikoken as soon as you press st.mp (almost like plinking it: st.mp~fwd+tripple punches). It will come out later, but you can input it really early (while you still have charge). It takes some practice in not getting the command normal (back/fwd+mp). But it’s not that hard to do consistent once you get the timing down.
Quick note, it’s also way more damage than simply ending your combo with EX legs. So if you want to maximize damage by spending only 1 meter (in the corner), then this is the combo to go to.
This is true, seems to be about ~50 more damage (instant air legs, cr.lp, st.mp, cr.mk, ex legs).
Another interesting note is that when Alioune used it in the video (after ryu was stunned) it’s actually less damage than if he did j.hp (2hits), V-skill, 3 headstomps ~ ex air legs. i only got 299 off his fancy combo, but i get 330 off the v-skill combo. the v-skill combo is also 100x easier than the fancy one. i assume he mostly did it the fancy one for style points.
yeaaaaaaaa… I knew this combo existed. I just can never get the proper spacing after the jump-in for the cr.mk to combo. At least not consistently. Would you happen to know what causes the spacing to be off sometimes? I’m sure it has to do with the jump-in angle or something. But atm, I just can’t get this combo to work consistently and it’s bugging me a lot lol. The damage is crazy.
I think it’s when you jump in too deep or something. I can find the perfect spacing by dashing up to the opponent. Then backdash twice, slight step backwards and then using vskill. Can get it every time like that (still kinda hard to space, but way more consistent than jump-in).
Spacing definitely matters. If you use j.hk and aim for the top of their head, you hit them so deep that the EX Kikoken will hit closer, and not giving you enough frame advantage to link the cr.mk. nj.hp seems really consistent though, pushes you back far enough (mostly).
I do it by just holding back for a second before pressing hp. You have a lot of time after a j.hp hits and the timing is pretty lenient on a backstep.
Also doing cr. Lp cr. Lk st. LP into lk spinning bird is easy since the cr. Lk doesn’t special cancel. You can do 2LP 2LK 8LP +LK and get it if you have charge already. You can build up the charge buffering a dash immediately into it.
Apologies if this is known or has been mentioned in here, but I just learned that HK Air Legs works after a V-Skill juggle in place of EX Legs while in V-Trigger.
Aaaaaaah, yea that’s the spacing at where I can’t get it to connect. So late cancel of the b+hp eh…? I got it working sometimes, but not consistent. Is it supposed to be hard, or am I just failing it? I’ll keep practicing anyway, this combo is too good not to use in a match.
EDIT: Alright, I can get it 100/100 now… dunno why I had so much trouble with this one Delaying the EX Kikoken a bit was definitely the problem, as I just did it instant.
Even better is doing 3 stomps, and then as you’re falling down hit them with hp (double hits), this gives you enough time to do an instant air HK legs. Does a bit more damage, and looks way cooler
Oh. I do the “jump and qcf as low/fast as possible” Method #2 when MvC2 style doesn’t work, so I have yet to try out tiger knee + down that was listed as Method #1 :lol:
Finally got some time to try this.
So the easiest way for me was to first practice a raw fireball by going to neutral then forward. After that I just pressed the st.MP at the same time I was in neutral.
Can only get it around 60% , need to practice more, but I can’t rely on it at the moment.
Alioune is always ahead on the tech curve.
Ok so, this might seem obvious, but I figured out my problem on the s.MP, c.MK xx mSBK combo.
The way we usually do inputs is to do the stick motion first. So even on charge moves, I was in the habit of doing the stick motion very slightly before the button, not really holding it until the very last second.
But for these combos, you legit hold down on the stick until the exact time you’re ready to SBK. So you do the up+MK at the exact same time.
Sorry if this seems really obvious but I didn’t actually get it for a while, even after reading through threads and watching videos.
I had a theory about this combo and why it works the way it does.
So when landing the st.mp after connecting cr.lp, is it safe to assume landing the st.mp on the ACTUAL frame that you hit it as opposed to letting the buffer come into play is going to keep your charge stored more efficiently? If you link st.mp through the use of the buffer then that’s 1~3 frames where you’ve already gone into neutral and the game is going to forget your charge this way. I noticed if I timed my st.mp a little later than usual(Probably on the first/second buffer as opposed to the final buffered input) that EX Kikoken almost always came out.