Well, after trying for months, I finally discovered the ONE combo set up that will stun seth. I am trying to keep it secret for the sake of my future combo video, but screw it… here it is!
[media=youtube]oDKsAyrvsvs[/media]
I’ll be using this combo for a video, so please do not use it for your own, for the sake of what is to come at EVO2011 from sonichurricane.com
I set the rhythm to 900 bpm (x 4 ticks/beat = 3600 beats/min so each tick is a frame).
So, I’m hoping the experts of the SRK forums could help me with this:
The two cr.LK’s are chainable. I thought that chainable meant that after startup/active frames you could input the next hit anytime in recovery (?). But per eventhubs, startup + active = just 6 frames. If I set it to the 7th frame, it’s still too soon. am I missing something?
the entire duration of cr.LP&cr.LK is 14 frames (3+2+9), so, is the second Lk on the 14th frame or the 15th? I’ve tried both, but for some reason, it’s still not coming out. Maybe I’m just not precise enough that even if I’m hearing it, it still isn’t exact.
I’m thinking I should probably just scrap the whole thing and just “feel it out”. Any pointers?
I didn’t see this in the counter hit section but i believe this is a good option to have when you can bait out a crouch tech happy player. Counter hit Close Standing:mp link into U1
Was messing around in training mode the other night, and found that cl.:hp: links to :lk: CW. I think it’s character specific, but I started comboing into it with some jump-in’s and found it particularly useful.
Read through the thread and didn’t see a mention of it, thought I’d post on it.
So far I’ve seen it work on Ryu, and Guy (Haven’t played with it too much).
it actually works on all characters and if you played trial mode you would have come across it at least twice, but the light chicken wing is not comboable and resets on hit. so its not particularly useful when you can rekka and corner your opponent and adjust to give him hell
This combo is made reliable by the fact that the Flame Kick is no longer a 1-frame link from the st.LP.
It works BETTER than the cr.LK, st.LP > st.LP xx Flame Kick combo I provided some time ago since it scales the Ultra less (by about 30 damage) and doesn’t push the opponent out of range for the Flame Kick (which the other one did from time to time).
Add 20 damage directly for jump-ins using HK or HP. That’s pretty damn good.
-Corrected some links
-Added new links
-Added new combos : bnb normals, flamekick, chicken wing
-Added Evil Ryu, Oni, Yang and Yun to the whiffing lists
-Added notes here and there
-corrected super startup
-added bnb’s into ultra1
-corrected links in advanced combos section
-added CW combos into sweep
-added more counter-hit combos
-more character specific combos
On a side note, it looks like fei can’t CW juggle u1 3 hits on Dee Jay and Rufus anymore. Maybe I’m doing it wrong? If some people could verify please, it would be very appreciated, thanks!
I’ve never ever landed that in a match on either of them anyway because of the timing of the CW for it. It may just be that but I may give it a looking over before I hit the sack later.
Edit: Works on DeeJay still, but what’s bothering me is how good his normal upkick things are. Did they add invincibility to them? I’ve been getting hit a lot in ranked by them and now in training mode I’m finding they’ve got pretty good invincible frames. Was it always like that?
It still works on Rufus, but the timing is hella strict. DeeJay was pretty easy really. What kept pissing me off though was when I was trying to do the ultra after the CW, Super kept coming out, even though the inputs were clearly LP-MP-HP. No idea why that happens sometimes.
Yea the 3x U1 juggle after CW has always been tough to do; it depends on the timing of the CW launch–you can do it early and get the 3x juggle or do it slightly later and only get 2x Ultra. You can really only tell that you’ve done it right by the height of the opponent’s body as you finish the CW.
Dee Jay’s Up Kicks were also amazing in Super; I think the only thing they changes about it was the juggle property to make it whiff less on the multi-hitting Up Kicks.
As for the Super coming out, it may be that although you’re hitting the 3x Punch, you may be hitting it a frame early so the Super registers on the negative edge of a single button or two buttons, instead of the Ultra registering on the actual press.
Damnit. I thought I’d have you stumped with that one. One of these days I’m gonna get you with something good; something you’ll be scratching your head over for weeks!
Stupid nosone with his stupid rational explanations for things…
[SIZE=4]Anyway, speaking of links, I’ve been getting comfortable with st.LP to sweep and it’s like we’ve been given a very basic vortex.
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I’ve been working on my BnB and dp > fadc > cw combos lately and making very little progress. I can pull off dp > fadc > cw on occasion (even passing that part in the Challenge mode) but there are times when random moves would come out after I fadc. To experiment I just press mp and mk and tab forward twice and everything from dp to his super came out even though I didn’t do anything except tabbing forward. WTF? My fadc also comes out as focus attack many times. What can I do to fix it?