I think the cross up into cr.mp cr.mk doesn’t provide enough charge. I’ve tried to do this countless times, and I’ve only been successful when my cross up hits very deep
So what’s your guys favorite cross up combo to do? I find timing cr.lp x3 risky online. I did manage to do a deep RH crossup into st.lk x3, scissor kick today.
hey can one of you guys with a ps3 tell me which combo is stronger??
jump in fierce, standing fierce XX roundhouse scissor kick
or
FA lv 3, dash in, standing fierce XX roundhouse scissor kick
i’m torn as to which one to use after i stun the guy.
also, linking cr. lk into cr. mk is FUCKING HARD. i don’t think it’s worth it… just do crouching LK’s into LK scissor kicks. actually, if you practice and do it, it’s hella worth it. i should buy a ps3 and practice!
Here’s something I think I’ll start using… it’s a mix up when you land a crumple.
Takes one EX stock.
lv 2/3 FA, dash up, st.fierce xx FAcancel --> mixup
The combo does 280 something (60 less than his crumple dmg combos) but let’s you mess with your opponent even more and possibly lead to even more damage.
Hey its Gordon, anyways the latter is stronger but if their dizzy I would go for the easy consistent jump-in. You could always do the latter combo on a FA lvl2 or Fa lvl1 Counter. If your able to land it 100% of the time, Usually if your a lil short on your timing and take too long they will bounce out which is pretty annoying.
Yeah I find linking into C.lk into C.Mk is tough too, But I don’t think C.lk x 4 into sk knee press is worth it either if you know for sure its gonna hit. The damage scaling in this game is so harsh, If you do a FA lvl 2 into C.lk C.lk C.lk C.lk xx lk Kness press, you would have done the exact same damage if you would have just thrown him.
Personally I would go for C.Lp S.Lp C.Mk xx RH Kneepress. Much more damage and easy as hell to do.
Is there a difference between doing ‘c.lp s.lp c.mk xx SK’ and ‘c.lp x2 c.mk xx SK’? Is one of the commands easier than the other?
there really is no difference, the thing is, I find that c.lp, s.lp, c.mk is a lot easier to link than c.lp x 2, c.mk xx scissors, cept I can do both, so I mix it up…
close standing LP has more frame advantage, so it is easier to link his crouch MK after that. Problem is, sometimes after a crossup, your close standing LP comes out as far LP, in which case, it is difficult to link that into crouch MK. If I ever do get a far LP coming out, I just do crouch LK after that, then MK scissors.
I actually like c.LP, s.LK, c.MK xx scissors best after a crossup since it doesn’t matter if the s.LK hits from far away or up close. s.LK, c.MK is also easier than c.LP, c.MK.
That’s because it is! This combo is a Godsend. I’ve made it my standard and use it to punish at every opportunity. The only time I have trouble is when crossing up j.mk too wide and then end up missing c.mk.
For the standard jump-in I use the trusty j.hk->c.lp->c.lp->c.mkxxSK, which can also serve as an excellent cross-up. Very good damage and fairly easy to link.
Are there any character specific combos that have been discovered?
I assume that on Gief it will be like ST where you can do more shorts or jabs on him in regular combos than other characters…
This one guy always did cr.lp, cl.lp, st.lk, st.lp, scissors.
I like this one, really easy to confirm and time too.
Really? st.lp (I call it DJ bison, myself. i’m so clever, maybe it will catch on?) chains into scissors?
Clearly only lk scissors right?
also, first post. woot
I was experimenting with the best way to combo into super from neutral jump, so far the best I can come up with is this:
neutral j. lp, cr. lp x2, st. lp., st. lk, cr. mk, scissors XX super. 11 hits, 40-something percent damage.
Neutral jump MP whiffs, neutral roundhouse and fierce push back too much to get the medium kick out, I am not sure but I don’t think medium kick works either.
I think that with the damage scaling it would barely ever be worth it to do that, but it’s still good to know, but most likely j. rh st. fp>special is better 99% of the time unless you like style points (I DO!!! :karate: )
I think you might have been confused with what I was typing. I meant
Jumping strong to meet your opponent in the air, another strong, land, then ex scissor kicks for 2 hits.
Apparently btw, theres a new combo involving 4 jump strongs to combo, someone at the yokohama arcade said he saw kuma do, jump strong x 2(I’m assuming the 2nd strong hits very low to the ground), then another jump strong x 2, maybe you can ultra off of it?
RE:jumpin :hp: , close.:hp: xx :hk:SK combo.
Curious why do people use the scissors when a :hp: PC does more damage and stun?
I could see If they have blocked the jumpin to use :lk: SK to end it safely but on hit why not use the purple shit?
Better positioning after knockdown, possibly more meter gained.
The psycho crusher meter building is bigger than using scissors, though damage difference is pretty marginal…HP PC does 130, RK scissors does 70+60 minus some damage scaling. That said, it’s all about the positioning.
Could somone organize all the combo’s into the OP’s post so that we don’t have to scour every page for combos and details on them?
Btw all this shit is fire as hell
Nice. :lol: