j.RH into ultra seems to work for me as well in training, the combo counter claims it is a combo, at least.
It’s a combo. It’s already been listed in a few places. The first post could use some updating.
Any setups for the dreaded crossup qcb+lk yet?
Ill update everything again at some point. But yes I’ve already stated that a deep jump-in will combo ultra. A lot of characters can do this.
What characters can do it? Please say Balrog and/or Honda. I don’t think i’ve ever seen it used or talked about much so am i right in saying that it isn’t that useful?
Had a Dan vs Dan match today. Turns out whenever two Ultras are colliding with each other, whoever threw it out 2nd wins. I found that out the hard way
Hey gives Bison user here, but I’ve started to use Dan against my friends and hes turning into my 2nd favorite character. I was just wondering does Dan have any BnB combos? Any general tips to remember about him?
Front page guy.
A simple jump-in to Ultra not being useful? I don’t see how it can get any easier.
I’ve been doing level 3 focus to crouching fierce xx roundhouse dan kick for non-meter combos when the opponent is dizzy, but I just tested it and that does less damage than jumping roundhouse to crouching fierce xx roundhouse dan kick (not by much, but it’s still less). You can use jump toward roundhouse or neutral jump roundhouse, they do the same amount of damage and you can use basically the same timing on both.
This is very very very very very situational. Most times, it’s either a regular block or the knee whiffs. I couldn’t find any consistent setup for this.
Just thought I’d add that you can combo c. MK xx EX Gadou > FADC > Ultra.
Does more damage and uses one less bar, but it’s harder to confirm, since you can’t just keep throwing EX ones out.
FP gadou > FADC > s. MP/FP > s.MP/FP xx RH gale kick is an amusing meter burner as well. If you can link the FP consistently, it might actually be useful for punishing in certain situations, since you get about 100 points more damage. Probably better just to save the meter for DPs though.
Meaty mp -> cr.mp xx ex danku works. A bit difficult to time.
A lot of these combos are worth doing for the stun damage though, shit if Im sittign on four meters of super I would completely use this combo. I don thave actual stun numbers yet, but ill put them up when I get home.
j.Roundhouse -> s.fierce xx GADOUKEN xx FADC -> s.fierce xx GADOUKEN xx Lvl 2 FA crumple -> dash -> s.fierce xx HK Danku.
Note: Not sure if this actually works, but it should.
Three stocks:
j.roundhouse -> s.fierce xx GADOUKEN xx FADC -> s.fierce xx EX Danku
Two stocks:
j.roundhouse -> s.fierce xx GADOUKEN xx FADC -> s.fierce xx HK Danku.
EX danku does shit damage; never use it in combos where you’ve already hit confirmed
Pretty sure that only works on counter hit. I just DP if the meaty hits.
No, it works on normal hit. It’s just really hard (at least for me). The meaty mp has to hit on the last few active frames for the cr.mp to be linked.
here’s a combo with dan into ultra , 551 damage ^^
will probably upload more later
[media=youtube]HO4jNcuvgU4[/media]
Nice combo though could you post how much damage this variation would do-
Jumping HK/HP–>St. MP–>QCF+2P–>St. MP–>QCF+2PxxLvl. 2 FA (it hits)–>Ultra
Do the Ultra when the gauge is 50% plz.
thanks ,
that version does less damage than the one i posted , something like 520 if i remember correctly but ill check again later .
This is not technically true. There are hyper armor shenanigans that allow you to cancel into super, ultra, or another EX moves with Balrog(boxer) or Abel. Also, I wouldn’t consider juggles ‘links,’ but that’s just me being picky.