You seem to have confirmed what I feared about new dartshot, that it doesn’t help at all. Someone was talking about a true 50-50 between sweep/scoop and dartshot at max range. As an opponent there is absolutely no reason to not block low and take the 80 or so Dartshot damage.
Also when you say duck straight > ex duck straight didn’t combo, was it that you did the ex duck straight with plenty of time and the straight just whiffed? If so, that sucks. EX MGB > duck straight > ex duck straight > Fierce JU/Jab MGB would have been too nasty.
Just looked at the hitbox data and there is a pretty negligible difference in horizontal range between crouch jab and st. roundhouse. If st.roundhouse whiffs from max range, crouch jab is mostly likely going to whiff too.
Just looked again and I may have read the numbers for horizontal and vertical reach incorrectly. Either way, the difference doesn’t seem big enough. Here are the reach numbers in case you smart guys want to tell me what they mean (This is frame data for SSF4).
Guys, i’d take it with a grain of salt until VERY rigurous tests about this.In this game, when a character is comboed, their hitbox extends tremendously, but it becomes very small the frame your combo/blockstring ended.(notice how cr.jab cr.jab RH makes st.HK a lot of times wiff when it’s used as a block string.Not a true blockstring that is).Chances are, in some over head ~ st.hk cases, that thre player missed the link.Not to diss them or anything, but it’s a one framer.Even with programable pads and coputer macros you can’t achieve 100% on those.And if the link is missed, the st.hk is sure to wiff because of the opponment’s hitboxes becoming smaller when out of combo.
That said though, there are also other facts, like their leaning animation.That is the main problem why it wiff on balrog.He almost touches theground with his back.They should’ve extended st.hk’s hitbox lower.I’m so pissed when neutral jump hk ~ st.hk makes st.hk wiff right through them if you don’t delay it a bit…
From the ibuki matches i take it overhead is -5 on hit, considering Dudley ate a combo almost every time he HIT with it…But notice that he lost the matches he missed the combo, and won the one where he nailed it.
I guess the first 2 times he tried linking directly into roundhouse, but doing cr.jab is SOOO much safer, especially when the overhead was point blank, so there is absolutely no chance of the combo wiffing.
I hear people saying “lol omg you’re still using cr.jab ~ st.hk after overhead that’s noob lololol”,but seriously, i’ll take 10 less damage on a combo because of scaling EVERY day over eating a combo myself.
2 crouching jabs can be a bit too much after overhead, but if that’s the way some people can confirm it, then so be it.
I, for example, cannot do for the life of me st.hk xx dp on the player 2 side, and punish stuff with f.mk ~ st.hk xx HP MGB when meter less.Granted, dp would be a way better finish, but i rather get some damage on than missing the cancel and getting punish for it.
what who says that, f.rh c.lp is a super simple link where f.rh s.rh is not exactly easy. I’m almost positive marn doesn’t even do f.rh s.rh hit confirms…
No, he doesn’t ,as far as i’m aware.It’s too risky if you ask me.I don’t remember exactly where i’ve heard it, but i’m pretty sure i did, wouldn’t have mentioned it otherwise lol.
if you practice hit confirming off f.rh instead of c.lp, it’s not so bad. Plinking helps alot with that link too. I find that I hit it too early alot of the time, and nothing comes out.
It’s not always being greedy, linking directly to st.roundhouse will work when linking to crouch jab > st.roundhouse won’t. Also, that link really really isn’t that tough if you commit it to practice. I will do the jab one when I throw out a random overhead during a block string or by accident, but otherwise I do the other link and I would say land it about 95% of the time.
yea, when you know you hit dartshot from abit far, you can kind of tell that c.lp will make the s.rh whiff. when i do f.rh point blank, i almost always do c.lp after it.
I used to do the st RH link too, but everyone can miss a 1f delayed link like that specially considering how much this game is affected from one TV to another. In a tournament, missing this combo can be your instant death because how punishable ex mgb is. At least if you miss the combo but did the c.jab usually you will not be punished and can keep your momentum.
In some situations, if i see that it wont combo off of c.jab I go for it, but otherwise I do the jab.
What I find extrange is marn does this combo with jabs but then when he focus crumples someone he tries too much flashy stuff that he misses sometimes and could be rounds won, but i can understand it since that isnt punishable as an ex mgb is.
But its not that important, if you feel you can do the link/combos 100% go for it!
s.hk plinked is a 2 frame link. f.hk -> cr.lp is a 2 frame link.
Don’t play on laggy TVs. In a tournament it is legitimate to test the lag on a setup before you play and to refuse to play on it if it’s laggy.
This is equivalent to saying that f.hp -> cr.hp is not practical with Ryu, or that s.lk -> s.hp is not practical with Rufus, or that cr.mk link U1 is not practical with Blanka. Seriously. Yes, it is hard. Yes, you need to practice it a lot before you bust it out in a tournament. But there is no damn reason to do f.hk jab on hit if you’ve practiced f.hk s.hk enough. Like Mr. X said, meaty f.hk makes the s.hk link easier too. You have all the time in the world to hit-confirm off a raw f.hk.
When you double post you can hit edit and delete that post.