Well, do keep in mind that’s still 2 meters for 300 damage. Meanwhile, for 1 meter you could instead end in MK SS and get 256 (if you go for just cr.LP after EX MS) or 270 (if you go for cr.LP, cr.MP link after EX MS). Whether 30-45 guaranteed damage is really worth blowing a potential EX move that could land you another fresh combo, punish a fireball/focus attack or get you out of a pressure situation/dive kick session is something you have to weigh.
adding in a c.mp is entirely dependent on how you start your combo. If it starts with ex MS it makes sense to add in a c.mp after c.lp because you get an extra 20 or so dmg. I never use ex MS in a hitconfirm because I feel like it’s a waste of meter. Why use 2 bars to only get 300dmg when you could use 1 bar and get 330 dmg? Unless you were going for the kill I don’t see the point in using an EX MS to extend a hit confirm combo.
What combo gets you 330 for 1 meter off a hit confirm?
I think it maybe important to extend with ex MS. I think after an ex mallet smash you’re spacing is pretty spot on. Plus the force stand can you more stuff to combo into.
Yeah, I think the most important part of EX MS is that it forces stand. Pretty much just like how you needed a partner to force stand in SFxT so that Elena could get her best combos started, you need to force stand in this game just so most her moves don’t inexplicably miss.
Still wanna know that 330 dmg 1 meter hit confirm. If it’s reasonable, I’d definitely want to add it to my repertoire.
woah, completely disregard my post earlier lol. For some reason I was thinking of HP mallet smash and not EX when I made it. Hit confirming from c.lp, c.lp, c.mp is definitely a good option.
you can confirm off an HP mallet smash and net nearly 400dmg off 1 bar though. I usually use hp mallet in neutral and ex during pressure.
Most I got was:
309 from st.hk > cr.lp > lk RH > EX SW or
344 with CH st.hk > cr.mp > lk RH > EX SW
Nvm I just saw the above post lol
Anyways some more tech so apparently if an opponent is crouching and gets hit by jHP the reel back causes them to miss the first few active frames of b+HK making it hit meaty. So it’s possible to combo jHP > b+HK > cr.lp > cr.mp > mk SS for 356 meterless. I’ve only tested vs Ryu and cammy, but it doesn’t work on Cammy.
I’m pretty sure there
Side note VS Cammy and Claw jHP (Hit) dash makes you pass through em. =|
HP MS is way too slow for me. I only use it online to take advantage of input delay.
exactly lol.
I generally use it after I feel the opponent has been conditioned by slide and sweep enough that they are afraid to walk forward. Hit them with the HP mallet and they become even more mind fucked than before. It’s pretty useless if they’re not conditioned due to the really slow startup.
The combo (jHP > b+HK > cr.lp > cr.mp > mk SS = 356) I posted above also works on balrog and Poison. Yay character specific combos! :\
H Lynx Tail > FADC > s.:hp: has got to be Elena’s hardest hitting moneymaker.
I’m slowly starting to warm up to s.:hp: over time. Early long range anti-air and cash money for damage (comparatively, at least).
I need to make a list of who Focus L2/L3 > s.:hp: works on. I can’t imagine it’s too many characters, but it could make a bit of difference in those matchups.
is mid screen short rhino horn into ultra 1 character specific or am i just bad?
is mid screen short rhino horn into ultra 1 character specific or am i just bad?
Only works on four characters, I believe.
H Lynx Tail > FADC > s.:hp: has got to be Elena’s hardest hitting moneymaker.
I’m slowly starting to warm up to s.:hp: over time. Early long range anti-air and cash money for damage (comparatively, at least).
I need to make a list of who Focus L2/L3 > s.:hp: works on. I can’t imagine it’s too many characters, but it could make a bit of difference in those matchups.
Pretty sure the big characters it works on but their maybe more. Works on ibuki. I’ll check for more.
Hk Lynx Tail FADC is pretty sweet. The frame advantage on that is ridiculous. Although idk how plus it is. I’m trying to find a combo so that I won’t have to worry about s hp whiffing. What im thinking about is Cr lp X2 cr. Mp ex MS cr. Lp cr. Mp hk Lt FADC st.hp hk SS. I’m not sure if it works my execution keeps failing me. But if the cr.mp pushes to far to get a proper FADC then I was thinking just omitting it or replacing cr.mp with st. Lk. However, I haven’t figured it out yet.
Lvl 3 fa crumple HP works on
Hugo
Ibuki
Hakan
Gen
Gouken
Balrog*
Saga
Seth
M. Bison
Vega
El Fuerte
Abel
Rufus
Zangief
E. Honda
Elena
Balrog has an asterisk because hrs the only character thats get air reset after the s.hp everyone gets hit like normsl. I’m surprised to see how many characters got hit.
^Thanks a lot for that post, did you also test level 2 crumples? I assume it’s the same but I dunno. EDIT: Not the same. You can add Elena to the list of characters that lvl 3 crumple, s.hp works on (tight timing), but lvl 2 crumple doesn’t work.
Some simple meaty setups tested on Elena, both face down knockdowns. This is all assuming no delayed wakeup. The on hit values are tested and confirmed, but I’m assuming the frame data in the frame data thread is correct for the on block values, didn’t test. Dunno if she has normal wakeup frames or not:
Forward throw, forward dash x 2 puts you point blank with 12 frames before they get up, which lets you do meaty s.hk hitting with the 2nd active frame giving you +4/0, or meaty f.mk hitting with the first active frame only giving you +2/-3. Not too exciting.
Back throw, forward dash x 2 puts you very close with 14 frames before they get up, which lets you do meaty f.mk hitting with the 3rd active frame giving you +4/-1, or meaty b.hk on the 2nd active frame giving you +2/+1. This is pretty nasty, letting you combo into ultra midscreen with something like f.mk, cr.lp xx EX Lynx Tail, U1 (427 damage); or if you don’t trust your meaty/link timing, you can confirm f.mk, cr.lp, cr.mp xx EX Mallet or something.
EDIT: Ok so I tested this stuff on Ryu, and it’s off by a frame. Elena actually gets up one frame faster than normal characters from face down knockdowns apparently, putting her in a class of her own (go figure). Well, not accounting for the other 4 new characters, I don’t know their wakeup timing. So, for normal characters:
Forward throw, forward dash x 2 = 13 frames before wakeup. Meaty s.hk gives +5/+1, Meaty f.mk gives +3/-2.
Back throw, forward dash x 2 = 15 frames before wakeup. F.mk whiffs. Meaty b.hk gives +3/+2, close enough to confirm into cr.lp, cr.mp.
Trying out some of the combos in this thread and the damage values seem wrong. None of her BnBs + variants reach over 200 and I’m getting 178 on the MK SS finisher (170 if I only do one c.LP) and 192 on the HK SW.
Yes, this is at max health in training mode with no scaling. Even the stun is wrong.
I just tested them they all do the damage stated in the OP.
^Thanks a lot for that post, did you also test level 2 crumples? I assume it’s the same but I dunno. EDIT: Not the same. You can add Elena to the list of characters that lvl 3 crumple, s.hp works on (tight timing), but lvl 2 crumple doesn’t work.
Some simple meaty setups tested on Elena, both face down knockdowns. This is all assuming no delayed wakeup. The on hit values are tested and confirmed, but I’m assuming the frame data in the frame data thread is correct for the on block values, didn’t test. Dunno if she has normal wakeup frames or not:
Forward throw, forward dash x 2 puts you point blank with 12 frames before they get up, which lets you do meaty s.hk hitting with the 2nd active frame giving you +4/0, or meaty f.mk hitting with the first active frame only giving you +2/-3. Not too exciting.
Back throw, forward dash x 2 puts you very close with 14 frames before they get up, which lets you do meaty f.mk hitting with the 3rd active frame giving you +4/-1, or meaty b.hk on the 2nd active frame giving you +2/+1. This is pretty nasty, letting you combo into ultra midscreen with something like f.mk, cr.lp xx EX Lynx Tail, U1 (427 damage); or if you don’t trust your meaty/link timing, you can confirm f.mk, cr.lp, cr.mp xx EX Mallet or something.
EDIT: Ok so I tested this stuff on Ryu, and it’s off by a frame. Elena actually gets up one frame faster than normal characters from face down knockdowns apparently, putting her in a class of her own (go figure). Well, not accounting for the other 4 new characters, I don’t know their wakeup timing. So, for normal characters:
Forward throw, forward dash x 2 = 13 frames before wakeup. Meaty s.hk gives +5/+1, Meaty f.mk gives +3/-2.
Back throw, forward dash x 2 = 15 frames before wakeup. F.mk whiffs. Meaty b.hk gives +3/+2, close enough to confirm into cr.lp, cr.mp.
Na I only tested lvl 3 I wasn’t sure if there would be a difference. So I just did lvl3 and then went to bed.
Good stuff with the meaties. how did you find out how many frames it takes for Elena to wakeup?