First question: If you score a counter hit, eg. s.lp, will the added hit stun continue through a combo or just end at the actual hit that scored the counter hit? To clarify, if you are going for the combo:
s.lp, s.lp, s.lp, s.hp.
Will you have an easier link in the s.hp if your first s.lp was a counterhit?
Secondly: How many more frames of hit stun do you get when you score a counter-hit? Is it move dependant on how much hit stun it actually starts with then multiplies it by a percentage or is it a set value?
My main reason for asking these questions is a random thought I had concerning guile’s target combo. Because IF counter-hitstun carried through the combo and IF the counter hitstun on c.mk > f.mp was +3 or greater… then theoretically you could…
That combo would be crazy cool. But I think the counter-hit hitstun only applys to the first hit. I’ve tried counter-hit s.lp x 3 > s.hp and the stuns from the jab still seems the same except for the first one.
Blah, nvm that theory fighter combo I posted. Unless I’m doing it wrong, I think that his overhead takes too much time and the super motion and db charge get lost.
I’m still curious about the counter hit questions irregardless though.
I remember hearing in a podcast with a strong american player (I don’t remember who ) that jabs and shorts have a +1 bonus frame when counter hitting, and other moves have a +3 bonus frames when counter hitting.
But that player wasn’t totally sure of that either.
I suppose that this advantage is for the first hit only.
I know that CH c.strong>c.strong>FK is doable when counter hitting.
There should be a lot of new combos involving CH, but which of them are viable?
That’s what I figured. Only reason I was asking was because I was trying it all night last night and couldn’t get it to combo at all.
NINJA EDIT: So it works on a CH close c.HP (4+3) but not with a far s.HP (5+3). Can someone tell me why far fierce doesn’t combo or why I can’t do it at all.