Yeah.
Kara demons, f.mk and far hk. Far hk makes an amazing demon kara.
Yeah.
Kara demons, f.mk and far hk. Far hk makes an amazing demon kara.
It’s not his best, but it’s his 2nd best. But more importantly, it’s very easy to do. His best is actually kara’ing his low forward. It has amazing reach, is about on par with Vega’s kara throw and just falls a little short of Ken’s. But I think most players will find it incredibly hard to pull off consistently. I get it maybe 2 times out of 10 tries. But if you want to give it a shot, here it is.
[media=youtube]GZsi5C4WYwo[/media]
I think it was discovered by a member on this board, but I guess he doesn’t post much anymore.
I did it a few times (been meaning to try it with kara demon) and I think it’s best to do it like plinking. When you “plink” the mk into a throw it will input mk twice, so that’s how tight the timing is.
Basically tap down and then “plink” crmk into throw. I think the hardest part will be the timing on the plink since it’s 3 buttons. I have my stick on default so doing that feels weird.
It will look like this on input display:
lp, lk, mk
down mk
down
Just like plinking.
II always plink my kara throw attempts so it shouldn’t be difficult for me. I thought that was the way you were supposed to do it.
I don’t think you can get a kara throw in SF4 without inputs on subsequent frames. You will always have a plinked input on a successful kara throw as far as I know - feel free to prove me wrong though.
Yea I was just explaining it in general. In case someone else read it. I like to make it as descriptive as possible.
Man that shit is hard as fuck. I decided to spend my play time trying to get the hang of it and I’m like 1 out of 10. I’ve been at it for hours.
My main thing was adjusting to the plinking position of the mk since it is on the bottom row. As long as it is plinked right after the down button is tapped it’s fine. When I was starting it I had to keep the input display on to make sure down was coming in twice with the mk. Or else he’ll just kick.
Can E.Ryu break 450 damage meterless?
The most I think he can do (unless I’m wrong) is 431. That’s with jump in and mp with bnb.
Technically, yes he can if you count counter hits. Then he can do 456 against most characters and as high as 468 against Seth and Abel. Without it the best he can do is 431-443 depending on the characters.
Was looking through threads and found
j.HP, cl.HP xx MK Axe, cl.MP xx MP Axe, c.MP xx LK Tatsu >HP SRK
Idk how to get cl.MP to work but how much damage would thsi do?
can there be more?
This combo isn’t possible. You can never get cl.mp after mk axe kick. cl.mp has less range than other close normals in order to prevent a cl.mp xx mk axe kick infinite. On some characters after mk axe kick you can do cr.lp, far mp xx tatsu for slightly more damage. So his best damage meterless combo is probably something like
j.hk, cr.mp, cl.hp xx mk axe kick, cr.lp, far mp xx lk tatsu, hp SRK
On Abel and Seth:
j.hk, cr.mp, cl.hp xx mk axe kick, cl.mk xx lk tatsu, hp SRK
But his normal BnB with a cr.mp before the cl.hp is considered his best damage combo because it works on everyone besides Blanka and Rufus.
You shouldn’t worry to much about meterless combos unless you’re really trying to land demons. As long as you only FADC once, you’ll basically build half the meter you used. Lot’s of times, with just two meters, you can do two fadc combos almost back to back. Like if you do cl.hp xx mk axe kick, c.mp xx fireball, fadc, cl.hp and finish the combo, you’ll end up with about 1.25 bars. Then, when you start the next combo, the cl.hp xx mk axe kick, c.mp will build the other .75 you need to fadc again.
If we’re talking optimal, might as well assume they’re in the corner and go for LP SRK HP SRK at the end, right?
lp SRK -> hp SRK does less damage unless the combo is either completely scaled to 10% or is done above 50% scaling at the point of the hp SRK.
90*.5 + 60*.5 = 75 damage
100 *.5 + 60 *.4 =74 damage
With something like j.hk, cr.mp, cl.hp xx mk axe kick, cr.mp xx lk tatsu, you’re already at 40% damage scaling for the uppercuts.
Ah, interesting. I hadn’t taken that into account (Because I just got schooled is what)
I keep missing the fireball fadc. Usually the fadc does not come out. Am I focussing too fast or too slow? And tips for fadcing fireballs could be useful for me
You have to do it when the fireball starts up, not when it hits the opponent. So I would guess you need to do it sooner.
So I immediately press focus after I did the fireball motion and pressed punch? Thanks