You have to hit the button immediately when the move enters active frames, which is immediately after startup. So like 13 frames after you input the punch if you’re doing a raw fireball.
So what are e.ryu’s necessary one frame links. I can look at the frame data but I don’t know which ones are worth it.
His most important of course is cr. mp after mk axe.
You also have cr mp to cl hp.
There is also lk axe fadc cl mp.
Those are all very useful for him. In order from least important to most important.
IMO, c.lp, s.mp is one of his most important 1f links. C.lp, c.lp, s.mp xx lk axe kick is his best no meter hit confirm vs. a crouching opponent. Lk axe kick, fadc, cl.mp is nice, too.
Really? Never though of using s.mp why not use cr.mp and awesome bigdaddy already had those down been using cr short cr jab st fierce a lot just because it looks nice.
If you want a really awesome and powerful combo, learn to combo off of cr. lk.
On most characters you can cr. lk > cr or st lp> st hp xx bnb.
It’s a 321 damage combo off of a fast cr lk meterless. Well worth it to learn. You’ll scare the hell off of them if you can pull it off consistently.
Lk axe kick won’t combo off of c.mp. S.mp also has more range, and that’s where you’d use that combo. If you’re right on top of them, you have a lot of options, but as you push yourself farther away, you lose them quickly. Like, say you hit c.lk, c.lp from the max range it’ll hit them from. What are you going to finish with? C.mp xx tatsu will whiff. C.mp xx fireball works, but the damage and stun are low. Finishing with s.mp xx lk axe kick gives you the most damage and stun.
I think I mentioned that I use cr short which is cr lk.
I thought you meant far st hp. That’s what most people get when they try it because of the timing, but yes, you can indeed to cl hp on most characters.
Its not a matter of timing,its because of the hitbox and range,like with some chars cr LK,cr LP,cl HP wont connect while cr LPx2,cl HP will.
cr LK leaves u further than cr LP thats why cl HP will turn into far HP,but cr LK hits opponents trying to do actions standing(dont include DPs due to shortcut to those who know about it).
Yea cr. lk does push you back more and there are hitboxes to account for, but there is a certain timing to it that will leave you in range. You want to link them, but do it fast enough that the jab (whether standing or crouching) shouldn’t push you out of range for cl hp.
It works on most characters, but a few it won’t work with due to pushback, the timing window is small though because if you don’t do it with a certain rhythm you’ll be pushed out anyways. I think cl jab keeps you in closer than cr jab though.
U mean cr LK,and for misunderstanding issues u mean to chain cr LP to cr LK asap.The condition u are reffering to is after jump ins-dive kick.
Jump ins with HP(special condition on its own due to its hitbox) and HK will serve that,cross up MK wont do cause it leaves u further,cross up LK seems to work better(considering that’s more possible to link cr LP to cl MP than cross up MK)
cl LP at many opponents whiffs if they are holding down back which is the most common scenario,but is good for whiff-throw purposes.
Good catch on the cl lk, I edited that. I meant cr lk.
Well I wouldn’t chain cr lp to cr lk. I would do cr lk (so it hits low) then in rhythm and right after do the cl lp (or cr lp) then hp. Otherwise you get pushed back. I wasn’t talking about jump ins though. That varies depending on which jumping attack you use (of course).
Yes, the cl lp does whiff. I think the pushback is about the same. Any characters that cr lp works on cl lp works on as well, and since they do the same damage you might just be better off with the crouching version.
I did a mistake as well,i meant cr LK to cr LP.If u dont do jump in-dive kick against most of the roster u cant connect cl HP afterwards (i am pretty positive about having them standing at least).I ll test it again when i go home and i ll let you know
Although if you are talking about connecting with jumping (medium or light) attacks there isn’t much of a reason to attack low, as you would do less damage for no reason.
Either do cl hp if you land far dive kick, if you do it in close just use cl mp. You do more damage with less hassle.
Now if you did a fierce jumping attack, connecting with a cr mp and then bnb would be great damage. Otherwise I wouldn’t do it.
Of course i am not speaking about punishing situation here,i am talking about hit confirming and more damaging BnB ; )
Right, well the only use for the cr lk combo would be to do a combo from a crouching position that hits low and comes out fast. I wouldn’t use it from the air as you could just do more damage much easier anyways.
Then m8,opponent doesnt have any reason for not trying to
- mash DP
- press THrow(standing)
- backdash-jump
During your blockstring
Considering you wont walk slightly back after your first attack to make sure 1 or 2 wont hit u
You’re talking about blockstrings then? I was simply talking about landing a divekick. Once it hits you just go to cl. mp or cl hp depending on distance. Now if they are blocking then don’t proceed with that combo as it isn’t a true blockstring and will leave you open to a reversal.
What notable advantages, besides damage, does E.Ryu have over the other shoto’s? Disadvantages?