Can ANYTHING be linked off of b.LP.
short slide and super, if the opponent is crouching on hit
Does the opponent have to be crouching? Why is the frame advantage different for a crouching opponent?
your opponent will always have the same frames of hit stun. the differense is that it they stand you’ll hit them in earlier frames of b.lp meaning you’ll need more frames to recover before you can slide. if they crouch you’ll hit with the late part of b.lp and have “less recovery”.
ey guys. usually main balrog but recently took an interest in sim. having some issues with short slide to super. i can do bmk to yflame all day long and i don’t have issues with x-up teleport bhp-> bhp or bhp bmk yflame. so my execution isn’t the worst, but i spent a good hour in training mode trying to cancel the stupid short slide into super and i got it 2 times out of what felt like millions of attempts. is there a trick to how i’m supposed to buffer the 2qcf? i can do short slide to fireball which is pretty useless cuz of the slow startup of ball, but i guess for chip damage… lol.
i actually haven’t tried the cancel into super from forward slide, because i feel like short slide would be so much more useful. so i’ve had to settle with cr. blk to super which doesn’t have the range i want.
anyway, 'ppreciate the help. nice thread. ty.
:d::df::d::df::lk::r::lp:
That is how I do it.
you dont have to slide too you can do it just off it, but hes right you have to do the super on the last active fram of the overhead so it has to be spaced correctly
theres a bunch of ways, spunjah is the most common, but thats not a hit confirm, thats just a quick cancel
you cancanel it off mk slide too,
I like to use D, DF, F, D+LK, DF, F, Fierce punch. You should be able to hit this nine times out of ten pretty much. so good. I made a video of these inputs. Sorry about the crap quality. [media=youtube]iXgWBhgWvUg[/media]
sweet. thanks guys. umm does lp and mp super come out quicker? i’m guessing it doesn’t make a difference since you’re cancelling the mk slide? i wanna get this down with lk slide. there have been so many situations where it would’ve won the game for me. i keep having to depend on ultra + super for finishers and i feel like it’s a waste of meter cuz of scaling. slide super would give me more damage for the super right?
anyway, thanks again. will try this. i guess i’ll mess around with doing lk/mk slide off the down and also on the downforward. see which one feels better. it’d be tough to hit confirm this cuz i feeli like i’d be committing myself to it when i do the first qcf. but maybe not.
Always use lp super unless it is for anti-air. They all start in 4 frames, but lp super is the safest, hp is very punishable if you mess up and they block it.
fixed some wrong info
The HP super juggles correctly in more situations than LP. So if you do LP and the super only hits with 1 out of 5 hits there’s a change that the HP super might have hit for more, if not all 5.
Ultras and supers both count as two attacks, with the “second” attack actually dealing the damage. This means that even normalxxsuper is scaled by 1 (normal, “super”, actual super).
This means that ultra-> super, the super hits on the fourth attack, and actually takes 2 hits of scaling. (“ultra”, actual ultra, “super”, actual super)
good shit dude, thx for sharing. Can’t say I’ve ever seen that used in a live match. I’ve gotten pretty fond of using db.mk xx super, which I believe I’ve only ever seen used by UTJ (to my knowledge). It’s butter.
4 frames actually
beast guys. ty for the advice. 100% execution with slide super now. it’s really useful. now i just gotta learn how not to be terrible with dhalsim and i’m good to go. anyone wanna player match friend me on PSN. could use all the help i can get. i really wanna get dhalsim down. my main is balrog, but i need more variety. and more street cred.
Supers count as one attack; comboing a single normal into a super will not scale the super.
So if you combo Ultra into Super, you’d get full damage from the Ultra and 80% scaling on the Super, because it’d count as the third attack in the sequence. (2 attacks on the Ultra, and then the Super). Thus the damage on this combo will go as follows (assuming a lvl. 2 Ultra and no scaling due to low health on the opponent):
100% Damage on the Ultra = 300
80% Damage on the Super= 280 or (350*.8)
Total= 580.
O_o, then y does ultra > mummy > super do more damage?
Haha, I use the same outfit + color, Lucky D :tup:
Alternate #8 ftw.
something risqu if you feel under pressure or mix up whatever,
if next to opponent
Jump Back HK Drill > super/b.hp/db.hp/bnb
if furtherout just any drill hitting low > super/b.hp/db.hp/bnb but more risk coming in from afar
hmm, i dont really judge the drills well >.<