Shogo told me how to do it, and i found this the easiest way to do is go.
236 mk then 2 in 1 2369 any kick ;D
Shogo told me how to do it, and i found this the easiest way to do is go.
236 mk then 2 in 1 2369 any kick ;D
Thats the way I do it.
On most characters, I just do close standing mk, juggle with jab shoulder tackle xx genei jin, juggle with short upkicks -> whatever. The damage scaling sucks, but I can’t hit confirm the superjump cancel version no matter how much I try, so I stick to this.
Funny. I use punches to activate GJ.
uh i think you need to be a robot to hit confirm the forward launcher xx genei jin. its there for damage/mixup.
lol @ strakka’s post.
That was my point, hence why I use the juggle into genei jin off a close mk instead of the super jump cancel.
It’s really easy to do close standing mk, wait to see if it hits, and if it does, follow with jab dp xx genei jin and launch them that way. I mix up the close standing mk and the jab short strong chain to vary the timing and frustrate parries, and sometimes I’ll do close mk on wakeup on opponents who are dp happy (it stuffs a lot of them). The damage isn’t quite as good as what you get off the super jump cancel, but I think the benefits of being able to hit confirm it outway the 10-15 points of damage lost.
scrub
whoops hahahha
its magic. SHAZAM!!
you loose a lot more than 10-15 points, you loose 50-58.
(corner)s.mkxxGJ, palm, 5 K-palms, ender, does 135 tops vs.Akuma or Yun, and about 125 to all others. Your combo does 78-85, plus you can do less palms with that trick…you do the math.
Even from mid-screen, with K-Palm, you can do 100 damage
ie: s.mkxxGJ, f.Feirce, rush punch, 4 kpalms, ender
When I set this trick up, most of the time i psychic that shit.
Yun mix-ups hurt to much, that’s why they always work :tup:
Juggles off that setup using no kara palms do 80-85 damage on Ryu. Comparing that to the damage kara-palm juggles do to Akuma, is more than a little silly. The gap in damage is nowhere near that big.
But let’s be realistic here. Kara palms do obscene amounts of damage, but not many people (including myself) can do them that reliably. Hell, even at Evo, there were tons of people trying (and frequently missing) them during casuals, but almost no one actually attempting them when they were serious.
I suppose if you can land the kara-palm juggles with > 90% frequency, and are totally psychic and can guarantee that you’ll always hit with a mk when you throw it out, then go for it. For the rest of us mortals, though, the juggle is superior except in punishment situations.
Edit: Having had a chance to test it, my standard juggle (close mk, jab dp xx genei jin, short upkicks, [fierce palm, f.mk x2]x2, st.hp (genei jin ends), strong shoulder, f+hp, walk forward lp rush punch) does 86 to Ryu, and 107 to Akuma, using no kara-palms.
WTF are you people talking about?
Why would you hit confirm st.mk? Just cancel. If it connects, yay. If it doesn’t connect, you’re still close to your opponent, and they’re probably in blockstun.
You can get in a max of 3 consecutive palms in after a st.mk cancel. Then the opponent drops. Don’t believe me? Can’t do Karapalms? Try it against Q.
st.mkXXsjc.GJ into the normal palm, [f+mkx2, palm]x2, rh.upkicks, lp.shoulder, f+fp, lp.lunge punch does 132 damage on Akuma, and 106 damage on Ryu. How the fuck does the karapalm combo do only 3 points more damage to Akuma?
Someone needs to lay off the crack.
That’s…a really good question. For some reason, I thought Yun’s close mk super jump cancel was like chun li’s SA2, where you can’t do the cancel if it gets blocked/parried. But…I just tried it, and it’s clearly not. :xeye:
Leave my crack addiction out of this.
better combo than the shoulder, is just to wait until the s.mk recovers, activate then s.strong, walk up palm, hopkicks, palm, k-palm, upkicks, ender. does 98, plus s.mk is safe if blocked.
I tried your combo goryus, but it was mad sketchy after the upkicks, but, whatever floats your boat.
ok i’ve finally started to land this and i love it so much. the damage is amazing and even if blocked it’s a great setup. i’ve found if you are mid screen and activate off a blocked mk you can wiff a UOH and it positions you perfect for a command grab. also for some reason i feel like i land the super jump cancel way more if i drum my fingers without letting go of any of the punches, this could be totally mental tho.
I used to like tricky set-ups like that, one’s that keep you out of DP range, but I find them ineffective, plus you can loose frame advantage to chun if they miraculously block.
I’ve just x-copy’d nitto, just walk up short short, short short, grab(optional). It’s like doing dash in d.jab, d.sk with wolverine in mvc1. You have so much frame advantage that they can’t help but get grabbed or hit everytime you set it up.
Like, if you did a strong should(blocked)XXgj, s.strong(block), s.feirce(block), feirce shoulder(block), you could walk into short range–>d.short, d.short d.shortx2, throw. It happens so fast that the opponent must guess his way out of it***Plus, a GJ d.short will stuff a DP from the right range(not in throw range, just outside of it)…both come out 3 frames I think :smokin:
it’s not worth it to do far s.feirce, dash, short. I think it’s better to take advantage of frame data and just keep walking forward…like cvs2 bison, walk up d.jab, walkup d.short, d.jab, d.forward, scissors
I’mmmm blllaaaazzzzzzzzzzddddd :wasted: :yawn: :clown: