Fast Fly/Unfly combos

lol no idea, i can’t do it at home cuz i cant fast fly with my controller.

it probably adds like 6 points of damage. but if u skip the lp, u might as well skip the fast fly and just do magic series rocket punch (off a launch i am talking about). I guess its just there to be fancy, if u connect in mid air, normally u would just do the sj.lk, fast fly, f.lk, f.mk, rocket punch or whatever u want depending on how close u are to the opponent

all i know is that, sj.lp lk mp puts u in relativly the same position as sj.lp sj.lp so i figured that someone out there must do it

so how much more damage does the lp,lk,lp do??

what’s the exact way to do this combo? i can get it about 40% of the time, because sometimes commando comes in too early or the hp hits them out of the way.

hk, sj, lk, fly, lk + call commando, hp, dp rp

Whoa, is that on a grounded opponent?

hk = launcher… i didn’t think i needed to go into explicit detail, but here…

s.hk, xx sj, sj.lk, xx ffly, ffly.lk + call corridor, ffly.hp xx dp rp

oops, didn’t see the sj right after lol

yeah. he mentioned it before. and i too have problems with that FF combo. the one i’m currently using is

hk. -> sj.lp -> sj.lk -> FF -> f.lk + capcom -> f.hp -> DP RP

ahh. i dno’t put the extra kick before the ffly because it does slightly less damage. lol

does f.lk come out faster than f.lp?

for some reason i can do

launch /\ sj.lk, sj.lp xx fly, f.lk f.mk, dp
more reliably than i can do
launch /\ sj.lk, sj.lp xx fly, f.lp f.mp, dp

yeah. i know. but i can’t consistently pull off the FF mentioned above, and i can do this combo almost all of the time. so yeah… i’m kinda asking how is that FF combo done. timing? or how high should it be?

The difference in startup is negligible between f.lp and f.lk, but f.lk has more range, which is why it’s used in FF combos instead of lp.

EDIT: I find that that combo usually works if you hit them while they are the lowest relative position possible (i.e. hit them with the bottom of the lk).

yeah, that seems to work.

launch sj jab jab, FF(up) jab jab, Refly(up) jab jab, Refly(up) jab+commando fierce, rocket punch up.

11 hit 2 refly fast fly combooooooooo

whats gooddddddd sanford

@Green: I see. ok. thanks for that, i’ll try that tonight

im presuming this is jab+commando -> fierce.

nah. it is, obviously. yeah i’ve seen this combo and i admit refly is really kinda hard to pull off.

how much damage does that fast fly combo do??

i also noticed, if u do an HSF and dash in and launch the opponent will be lower in the air so u could probably do a refly rep to extend the air combo, but with damage scaling it might not be worth it. but if u connect in the air and u manage do a 6 hit magic series into a rocket punch, then it is worth it.

about 65% on cable.

usually, you can go storm s.hk, sj, hk, adf, lk, lk, LA LA xx LS DHC HSF, launch and do that combo.

regardless of if you get the full LS or not, it will do 100%.

i think there’s a video of nelson doing it on the web somewhere. check some of the NEC 2007 videos. there’s plenty of people that do it there.

before hitting the first lk, make sure that you are above your opponent. that’s it.

yeah, got it dude. It’s why it wasn’t working with the two-hit before fast fly either, because the enemy pops up too high.

preciated :slight_smile:

How can i do a combo air to ground with magneto assist? Like this - launcher, lk, ff, lk, hp, Mag Alpha hits , ground, down + hp(laser bean), rocket, HSF… How to do this combo?

I can do this combo, but only in corner - launcher, lk, ff, lk, hp, unfly, lk+mag A, hp, down + hp, rocket, HSF… but I think there’s other way wich I can do in the midle of screen, but I don’t know how.