I hit an impossible combo today and trying to inderstand how it worked. I did a low mk to dtand jab to stand mp. Stand jab to mp is impossible (unless the jab is ch), and yet it combod. Video evidence here. Any thoughts? Thx.
Logically, thats a good explanation. But since all the frames of standing jab have the same hitbox, how would it even be possible to hit on the third active frame in this situation? I’m guessing internet latency may have had an impact in delaying the frames. I tried to reproduce this in training mode, never once had it work. Odd
I thought it might be that Karin’s hitbox perhaps recoils from the c.MK, and by the time it moves back in range of the s.LP it’s on the last frame. That turned out not to be the case, so either the s.LP doesn’t have the same hitbox size for each active frame, or something else is going on.
In any case, here’s some videos to demonstrate it.
So I been playing with the standing lp to standing mp combo on non ch. Rhyllis explanation is absolutely correct. Against a bison, I did standing lp~stand lp~stand mp, and it all connected as a combo. that second stand lp was pretty far away, reinforcing the last frame link potential. Valle recently released an alex combo vid making use of this same concept (moves that shouldnt link but you can make link by connecting on the last active frame). As a result, while limited, there is real potential in trying to identify when this is a real option. Again, thanks to Rhyllis for the explanation, he nailed it quick.
it’s distance dependent(and hitbox maybe) after ch 2mk to get an idea of it , in corner put chun to reversal crouch jab after normal recovery and do hk>2mp>lp sotoja then whiff 2mk and do 2mk > stlp> stmp will link thus +7 i got in some weired cases stlp > st lp > 2 mp to combo midscreen on her as well after lp sotoja > mk dash i think but it was a once in a blue moon combo
I feel this is a really lackluster guide for someone as complex as FANG. It also feels a bit odd hearing them say he has two of some of the game’s best anti-airs (cr.HP/st.MK), which I would contest aren’t THAT amazing compared to some other AA normals (Birdie/Mika cr.MP). No mention of the Nishikyu/Slide/Crouch cancel triangle, doesn’t do his cr.MK justice as a pressure tool and counter-hit starter, and even ends one combo in LP Nishikyu! If my only knowledge was watching this video, I would think FANG is a strict projectile zoner with no real pressure outside of knockdowns and st.HK.
Ken match had to be laggy right? I can only imagine the salt. Not only after the missed punish to his whiffed dp for the match,even the commentator was like wtf,but getting counter hit after dp>vtrigger in the last game didnt look right as well.All in all really solid play,props,pressure was on point and that jump cancel ex slide in the last game was dope.
Just one question. Any specific reason for not cancelling 1st hit crhp aa when you have charge? I like to do crhp>lk ryubenda and follow it up with hk slide which leaves you at plus frames on both quick and back rise. Its only a bit less dmg (77 instead of 90 but thats with not taking poison dmg into account),but it does a tiny bit more stun (165 instead of 150),builds a tiny bit more meter,reapplies poison and ofc gives you way better corner carry which is a godsend. On slowrise,coward crouch kick>sthp after the dash hits meaty too.
@“Josh P” great job representing our boy . good play some misplaced sweeps here and there but that’s everybody bad habit so no complains i really enjoy watching u r play
Thanks for the comments. It was laggy, but its an internet tournament, so I dont expect much. The matches were certainly playable. Meh, not too much salt bc no money, more just checking how I do in an internet environment. Also, I do stuff that looks unsafe primarily in early rounds to see if they are punish, and then usually I don’t do it much in later rounds.
As far as the low fp anti air non cancelling…1: Im old and the brain just hasn’t been able to integrate that yet. 2. I like the low mk setup that I usually get afterwards, so I’m not too big into teleport hijinks. However, I think if I do like a mp gas carpet after the second low fp anti air, I could still do the low mk and just have a better setup…or teleport and go for side change mixups…I’m just not there yet. There are a bunch of problems/links that I currently don’t naturally hit for max damage that I am still integrating in my mind.
In particular, any ch st.lp or st. lp leads into standing mp/crouch mp (crouch is obviously easier), which leads into special finish combos…I am good at noticing ch low mk for combo followup, but not as good for the light attacks. More practice etc. needed.
My favorite is to just abuse the coward crouch as much as I can, its so powerful and so important in a lot of matches.
Another benefit of the coward crouch is that it can go under chun lis ex spinning bird kick…its kinda hilarious actually and I didn’t see it in that video. Leads to full punish.
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