[media=youtube]Hsm7FGvFsjI[/media]
3:45 in this video… all waves on dhalsim no super, though he does use the super to end the combo, so I guess by some I meant dhalsim, haha.
[media=youtube]Hsm7FGvFsjI[/media]
3:45 in this video… all waves on dhalsim no super, though he does use the super to end the combo, so I guess by some I meant dhalsim, haha.
I guess the guide book was wrong with the Iori Rekkas being -33 or something. I thought it was kinda iffy too since you see Buk and other players RC that move hella times and never get punished…good to know though.
Reversal Tiger Raid for one hit scissor is too good btw lol.
-33 is the last one, not the first one
The first one leaves you at like, -5 or something.
Pretty unpublishable, for the range he’s left at.
Might wanna explain that one a bit more clearly to me.
you mash to the point right before he pulls out both hands, then before they land juggle with sand inot slash, also this is for midscreen, Im sure he has a stronger on in the corner. Due to damage reduction cause of hits, if you do this with the grab where yama slashes alot it does less. Sorta like lvl 2 tiger raid into hp dp does less than a mp dp.
“8. Who 's super can be comboed after when done super meaty, with a NORMAL (its unconsistent and hard as shit)”
Chun-Li does this all the time with her sj. fierces or RH after her kick super, and it also fits the meaty criteria if you do the super meaty
Parameters…
ah but it does not fit the “unconsistent and hard as shit” criteria
edit: for the akuma question i know you can get more than 5 if you include A-groove, and probably 5 if you include C-groove as well. but we will assume youre excluding c/a groove and dizzy shenanigans, which would probably mean you need to hit some form of super fireball combo in the corner to get 5.
That has nothing to do with meaty hits. Comboing into sj.HP/HK is possible because the last hit of the Kick Super is super jump cancelable.
haha you got me there. In any case, I was never really up to speed on stuff that was “unconsistent” (hehe just jabbing you RS)
Here let me explain it to you without any sort of comedic pretense. RS was trying to see if we could guess a super that, when hit super meaty, could continue to combo with a normal. Chun’s kick super can do that. Are you ever going to use Chun’s kick super as a meaty in a real match? I would hope not :lol:, not even if you’re facing an S-groove Bison with low life and no meter :lol:
The point is, Chun’s super falls into RS’s parameters (except for the difficulty part, as Dentron noted), and is a valid answer. If you do the super meaty, and the opponent…um, gets hit, then you can continue to combo with her sj. normals.
I actually have no idea where you’re coming from with your post, but hopefully my post will have made things more clear.
C-groove: straight up jump hk xx rh HK, lk HK, lk HK, lvl 2 shoryureppa xx mk hurricane kick, hk HK
Here are some more Some of these are common knowledge, but are there so people who dont know them will gain some new info.
1.Who’s s.rh but grants frame advantage on block but horrible disadvantage on hit?
2.Who has the largest throw range in the game? (list for regular, special, and super)
3.How do you dp a cross-up?
4.What can punish Sagat’s s.mk? (hit or block from the noraml range he would use it)
5.What characters can do combos that require two lvl 2 supers? (not inf super, they actually rebuild a lvl 2)
6.What characters can combo after there counter? (to include alpha counters)
7.Besides evil characters, who can juggle 3 times with their respective anti air?
2.Who has the largest throw range in the game? (list for regular, special, and super)
Raiden Punch throw, zangief for special, either raiden/zangief for super
3.How do you dp a cross-up?
more than one right answer for this one, i just do a regular fwd dp and then delay the button push
4.What can punish Sagat’s s.mk?
block? whiff? theres so many i think question need to be reworded
5.What characters can do combos that require two lvl 2 supers? (not inf super, they actually rebuild a lvl 2)
kyo, chun, kyosuke? joe?
6.What characters can combo after there counter? (to include alpha counters)
alpha: bison
special counter: hibiki
7.Besides evil characters, who can juggle 3 times with their respective anti air?
akuma, joe, i dont know if 3 hit dp’s count or that would also include ken sagat and athena and prolly a few more
For Kyo, it’s something like qcb,hcf+MP xx HK Upkicks, HK Spinning Kicks (opponent dizzied), into another lvl 2 combo.
Chun… idk… if she can do it it’s probably some crazy hard set-up that only works on Rolento.
BTW, I forgot to mention Kim and his infinite. Maybe Terry too.
I’ll back Wepeel on the meaty Chun super thing…
Any of you ever do strong into lvl 1 super when the strong dizzies them? I do it all the time (unfortunately), and depending on the opponents getup speed, only the last kick hits…meaty too. It’s hard to super jump cancel after that too. Well, not really, but the timing is different from normal because of the meaty.
1.Who’s s.rh but grants frame advantage on block but horrible disadvantage on hit?
Raiden.s s.rh, pretty dumb
2.Who has the largest throw range in the game? (list for regular, special, and super)
Normal: Raiden
Special: Gief
Super: lvl 1/2 Gief, lvl 3 Raiden
3.How do you dp a cross-up?
A couple ways, delay button press of a normal srk is one, foward to downback is another, and some characters being cross-up after a knockdown can just do a reg. dp
4.What can punish Sagat’s s.mk? (hit or block from the noraml range he would use it)
Alot of fast lvl 3s, chun, cammy, rog, etc
5.What characters can do combos that require two lvl 2 supers? (not inf super, they actually rebuild a lvl 2)
Chang, Kim, and Sak are the ones I know of
6.What characters can combo after there counter? (to include alpha counters)
Raiden, Bison, Chun, Yamazaki, Hibiki and I never knew ken could lol
7.Besides evil characters, who can juggle 3 times with their respective anti air?
Joe
Yay Im done for a while someone else do some. One last easy one for a free month of premiun to whoever answers first, since no one got all my questions right. How can Gief quickly do his 360 in when dodged, instead of waiting for the dodge animation to end?