I think late-cancel HP into CW is gone too.
Bummer… The risk vs reward on that was actually pretty fair.
I think late-cancel HP into CW is gone too.
Bummer… The risk vs reward on that was actually pretty fair.
Yea close HP was already super unsafe and if you hit it you’re only going to rekka or flame kick after it so there’s really no change. Thank you Capcom for not changing chicken wing!
I got a weird combo going on last night in the practice room. I was trying to sharpen up on the 1 frame hit after the CW and decided to strum - mp,lp,lk with my middle 3 fingers whilst making the QCF motion to see if I could easily mash out some extra hits.
Fei was doing CW, into lp,lk then a light Flame kick xx into super??? I wasn’t even aware that I was doing the backwards DP motion and I still believe I was not. It was just strange, and it would come out super fast, like impossibly fast. I think if you landed it on an opponent they’d be like WTF robot?!
I managed it quite a few times too. Anyone see this one? With the FK putting the opponent airborn, the super would only hit once, and it was in the corner, so it’s probably pointless anyway.
Flame kick xx Super is nothing new and probably isn’t worth learning because of the poor juggle potential and high meter cost. Though if you found a way to get it consistent, that’s kinda cool
u must have been hitting downback as u were mashing the qcf, thus the flamekick super cancel
Oh woot this is consistent :wgrin:
:db::qcf::db::mk::qcf:+:lp:
Do it as if you were going for the cr.MK xx Super cancel, but hit the corners when you press MK. This will give you the Flame Kick shortcut and will subsequently allow you to cancel into the Super by finishing the final QCF+punch. It’s 360 damage from MK Flame Kick> Super. That’s a 3 hit combo total.
Lol but it’s still for funsies since a MK Flame Kick> FADC> anything is much safer and less a drain on meter.
You don’t even need the first ‘toward’ input. Works if you do it like this: :db::d::df::d::db::mk::qcf::lp:
***WAIT. ***
http://shoryuken.com/threads/174966-Fei-Long-Combos-and-Glitches/page22
I’m not an execution god or anything, but can someone please try this:
:db:+:lk:,:l:+:lp:,:df:+:lp:,:d:,:db:+:lk::qcf:+:lp:
This is my aforementioned hit-confirm to Ultra applied to this more-reliable Flame Kick xx Super set-up. I just noticed today that the Flame Kick xx Super was coming out easier not because of the :db::db: input, but because of the :l::r::l: input + leniency. This means that you should be able to hit-confirm into this with some practice. If anyone has godly fingers or time to kill, please give this a go.
Also noticed that LK Flame Kick xx LP Super generated the largest damage output: 390 damage for 4 hits. To theorize, this hit-confirm should net about 440 or so I think.
So, I compiled a list for s.mp into RH chicken wing. Here you guys go.
Works on:
Makoto, Chun, Dudley, Cammy, Sagat, Juri, Rose
Zangief/T.Hawk (Very weird on Zangief and T. Hawk. You cannot hit him with s.mp into chicken wing if its comboing only raw.)
Strange that nobody noticed (maybe?), but crouching light kick is super cancellable, making a nice 3 frame move into super punisher. cr.lk, st.lp, cr.lk xx super 325 damage, easy as hell. Please note it was already possible in vanilla sf4 but I don’t remember any video showing a Fei using it.
Yea I noticed that one. I posted some in some misc thread about doing HK CW to hit-confirm into a cr.LK xx Super which does a pretty hefty amount of damage I might add. This was a staple of mine in Vanilla and since it translated to Super, I think it deserves more attention than it’s getting.
When you have that opening, however, it is important to note that you do get more range our of cr.LP xx Super and the same amount of damage (and it hits all crouchers just the same). This is probably why LK has been overlooked, though I really value the fact that if you whiff, it’s less likely that you’ll get an accidental Super since the recovery animation stops the cancel (whereas you can flub a Super with cr.LP using negative edge).
You can just use cr.MP there instead and do more damage though.
Does that rule apply to supers where you can’t do them out of chained normals or could I mash cr.lk into super at my nearest convenience? :lol:
Thanks for compiling this. I’m very surprised it works on those females. That will be incredibly useful. I’d rep you if I could.
speaking of interesting, havnt seen it mentioned but lp cl.mp exCW is a loop on dudley. Havnt found anyone else it works on, not tried juri. But this is presumably why cl.mp to HKCW only combos raw on sagat and zangief. Dunno that you’d want to spend more than 2 bars on it but lets you do like jump in (lp cl.mp exCW) x4 lp cl.mp HKCW lp cl.hp re kkax3 for 30 odd hits. I love getting dudley. Also interesting is cl.mp to HKCw on gouken combos and crosses up if he stays standing I think. Not had time to test properly. At work atm.
I tried that combo a long time ago, it doesn’t work on Juri as you get pushed too far away to land a cl.MP after a CW.
yer pretty sure its only Dudley it works on. Played about with the gouken cross up. He does indeed need to stay standing and lp cl.mp gives the distance for hkcw to cross up. You can combo cr mp only (optional super follw up for 461 damage) mid screen but if you do it in the corner you can land cl.mp or cl.hp and go from there. Quite fun but ofcourse most people block crouching and you whiff. Be nice to know how many people this works on and any crouching cross ups and if anyone gets crossed up after cl.fp with a hkcw, since it forces stand.
Its a big deal in the corner because at any reasonable range (think footsies) hk.cw will cross up most crouchers into the combo/super of your choice. You can also always get cr.mp super if you land it mid screen.
Someone should do a dedicated CW distances thread.
eg
shotos cr.lk cr.lp cr.lk cr.mp hk cw is a (reversable) block string which on crouchers gives you distance for hk.cw cross up not in the corner.
thawk: cr.lk cr.lp cr.lp hk,cw will cross up crouchers
guile: cr.lp cr.mp hk cw will cross up mid screen but in corner it hits the same way and you land behind him.
bison: cr.lp cr.lp cr.mp hk cw, not in the corner
etc
Also late as possible cancelled cl.mk on block lines up nicely timed tenshin but I cant make sense of that from the frame data. Cant think of a reason to ever use this over lp version tho. And while Im spouting as you no doubt mostly know you can get closer with tenshin by doing hcb,f~k this lines up with ex tenshin nicely after ch cl.mp but again you have better options in that spot.
(counter hit) cl.s.mp, [walk very slightly forward], s.hp xx rekka
edit: easier in the corner but still possible midscreen
ive just watched some of Inthuls matches and i see he does a cr. lk > cr. lk > st. lp > cr. lp > rekka often. for some reason i just cant get the rekka after the cr. lp. If i was to just do a cr. lp > rekka, its simple. but for that particular combo string, the rekka will not come out. is easier to be done by pad?
The cr.LP has to be LINKED from st.LP, not chained into, basically meaning wait for st.LP recovery to finish, then you have a two frame window to link cr.LP, which will allow you to cancel into Rekka. In SF4 chained moves cannot be special canceled this is why the rekka is not coming out, since you’re chaining the cr.LP. And no I believe it’s the same difficulty on pad and arcade, it’s just getting your timing down.
The reason cr.LK>cr.LK is done to hit-confirm whether the opponent is standing or crouching (depending on character, such as Ryu, Chun-Li, where you can’t connect st.LP when their hitbox is crouching) to see if you go into st.LP if they are standing, or cr.LK>cr.LP One-frame link if they are crouching (so you can cancel into Rekka). Also various characters have other combinations due to their hitbox (I like to do st.LP>st.LP>cr.LP on Cody for example).
Noob question: Why does it feel harder to cancel into a special (Rekkas in this situation) from c.lp after a combo? c.lp into rekkas on it’s own is easy but say I do c.lk > c.lk > c.lp > rekkas (I’ve been using lp rekkas btw) and it becomes almost impossible. I don’t have time to check the thread and I’m assuming this has been asked before so sorry about that but it’s not often I spend an hour in training mode and literally go nowhere in terms of progress and I figured if I could do his harder FADC combos then this shouldn’t be too hard
^^^at least read the same page. it was asked 2 posts above yours, and answered directly above your post