jab to jab stuns w/out karakusa…:looney: my bad apparently I was wrong
although I didn’t test max range on characters who’s taunts cause an increased
stun recovery ie Ryu
So that really leaves no reason to ever do strong to jab or strong/fp to strong outside of personal preference/ you want/need that extra point or two of stun (s to j) or another point or two on top of that (s/f to s) for Hugo, Alex, Q, etc
Next subject reliability of the 100% stun on Ibuki
It seems that in my experience/testing that to get the second fukiage to hit reliably you have to do it pretty much as late as possible otherwise it will whiff even if you get both kara’s. (IE you want/have to hit her with mak’s head not her raised fist if you understand what im trying to say…:wonder:)
Personal preference, I play SAII against Ibuki but most mak’s don’t.
Unless you feel pretty confident with it I could not recommend it due to if you miss the first kara against her she has the same random bounce issues as Oro and the twin’s.
*IE they bounce the wrong direction about 1/3 of the time even if you hit them with the 1st fukiage with (no kara) as early as possible
Which can cause some people problems if they were not paying close enough attention.
if it’s a pain in the ass to juggle a character i use sa1 personally i use sa1 against chun oro and ibuki sometimes yun and yang but it really depends on who’s playing them if there kind of scrubby i’ll do sa2 but if they know their shit i use sa1 =D
i saw this video of j’s makoto stunning kokujins dudley but in the process he does a crossup…he does the normal starter karakusa, hpxxSAII jumps into a LATE lk (i believe) tsurugi dashs to opposite side does s.mp dashs forward (i dont know which side he was on) fukiage into j.hp =stun
i was wondering which way and which fukiage did he do after the s.mp …heres the link to the vid: [media=youtube]klOzX36-t7U[/media]
im trying it out myself but its difficult to decide which fukiage he used and which direction…not to mention the fact that it has to be done quickly in order to catch an opponent in a real match
just got the combo down…what j did was he started out with the basic combo- karakusa, s.hp xx SA II sj (with a little delay) a MK tsurugi, dash forward, s.mp, dash forward (right now you’re under the opponent) and reverse motion fukiage (preferabley hp fukiage for more stun), sj hp…if your opponent isnt stunned dash and karakusa (it should catch them by suprise after that kind of combo) they should be stunned after the combo or after the second karakusa after the combo…if done right it should look like the combo done here at the 00:36 [media=youtube]klOzX36-t7U[/media]
as of right now the combo works on dudley…im sure it works on other characters but ill be checking to make sure…ppl should post if they find out before me what characters this works on if they can do it
ill try to make a small video of just the combo on different characters if possible
i got it to work on all of the characters but timing on the fukiage is crucial for: alex, elena, and urien
dashing is crucial for: Q, and 12 (you might dash under if you move to fast)
as for the others…it goes the same way…for about 90% of all the characters get stunned from the reset combo
i say use mp fukiage since most characters would already be stunned after you do the fukiage…its faster than the hp fukiage and its less recovery if blocked by any chance
Say, has anyone ever been able to properly explain why Ken and Ryu will sometimes die from the 100% combo, and at other times, live with 1 pixel of life left? I suspect it may be because Ken/Ryu was crouching when caught by the Karakusa, or maybe RH Karakusa was used.
Im assuming that you started the combo with karakusa and started the second combo with j rh into s.fpxxabare
The only think I can think of is that you charged the second hayate slightly which would increase the damage of it and allow you to stay within the juggle limit
I’m 99% sure all karakusa’s do the same damage and all throws don’t do crouching damage due to the fact all throws make you stand up on the first frame you are grabbed before any damage is done.
Any one else got any other idea’s
Although all this isn’t needed if you omit the karakusa from the 100% stun due to the 10 or so points more damage the combo does without it
i have a question – i’ve been practicing the 100% stun for awhile now but never really used it much… i’m having trouble with the 2nd dash back after the 1st fukiage. is there some sort of trick? do you cancel the fukiage to a dash? or is it just after the fukiage hits? any inputs and comments are greatly appreciated
you can’t dash cancel the fukiage. you want to throw out the 1st fukiage early as possible w/o whiffing so that it hits in its ending frames, so it leaves you ample time to dash back and go for the 2nd.
alright so you fukiage as early as possible without whiffing, and it’ll leave you with enough time to dash back? i’ll give it some more practice, thanks. :lovin:
Yeah, I’ve been having problems with this as well. I’ve even messed around with an emulator doing it frame by frame. On Ken and Ryu, even if I set them up for what seems like the earliest kara fukiage, I can rarely seem to get the jab fukiage to hit. Does it ACTUALLY have to be done as soon as humanly possible, or does it have to hit later? Should there be some more breathing room, indicating I’m doing something else wrong?