I’ve used 5 for a while… fireball trick is pretty awesome… but it comes out slow… and I normally don’t use it unless i know i’m fighting a particulary annoying opponent.
My default has been #9 for a while. He wags his finger in a “no no” fashion. (while going “tsk tsk”) a-la Bruce Lee. (I think it’s the same animation as another taunt… but the tsk tsk is more fitting than whatever he says in that other taunt).
It comes out way quicker… you can cancel it soon while still getting the point across. Best used after you counter/deny them their ultra/super/throw attempt
sorry if this has been mentioned, but has anyone tried the following?
close s.lp canceled into command grab
close s.lp canceled into ex command grab
i always would have thought that the command grab would whiff off a normal canceled into it
i found this to be a good alternative to a tick, command throw set up
Curiosity question: In guaranteed situations, why do people opt for cl. HP> HP RKK instead of cl. HP> HK Shien?
I see this pretty often out of Crumples, Tenshin, and sometimes out of Dizzy. I just see no real reason to go for RKK when Shien will do more damage in a combo (save for placement reasons). It just frustrates me watching Fei’s on Youtube screw up the 3rd hit of RKK or not follow through at all after the 1st, when HK Shien would’ve been perfect for the situation…
Well, on some characters, the HK flame kick only hits once, giving less damage than FP into RKK. I think on Fuerte, the flame kick wiffs all together after a HP off crumple lol. That’s one reason.
this is one of the few things i figured out early and still stand firmly by, the flamekick is better, xept 2 stipulations. use mk for the people who it will only hit once and hk for anyone who takes both hits…ill toss up a list on my guide.
the second is if you mix up rekkas and flamekicks after verifying the initial blow and knowing your second attack will hit can be useful. the rekkas wont do as much damage but its a setup, after you hit him with it once or twice do fp>1 mp rekka>command grab or fp>mp rekka>mp rekka>ex command grab. there should be a few variations of the second combo considering you can walk forward, maybe back, a little between first and second rekka.
i gota stress the point that you need to verify, use sound or visual queues to know if you hit the opponent blocking or not.
Question on the something alot of people do, that’s really annoying me.
Alot of Fei’s I play online, almost all of them, will mash cr lk ,and then mash out a few cr jabs and TRY to rekka after the jabs.
WHY? The cr.lk alone gives you time to actually counter the rest of it; and if they whiff the first cr.lk you can flame kick their face in, or ultra, or super, because usually they’re too busy about to press lk again to realize they just messed up.
The only times I mash cr.jab is when I know the opponent just screwed up and we’re close enough for me to get 3 hits in, usually to finish them off. That or just a surprise mix up, I can’t really put cr.lp>rekka into my game because it makes my hand feel weird (yes that’s my reason).
Well, if they’re doing it right, you can’t counter it. And rekkas even on block account for some damage, as minimal as it is. Trick is to do rekkas only if the c. lk, c. lk, c. jab hit though.
Anybody ever try MK CW into LP+LK grab? It’s been working for me a lot recently, but only if you confirm at least 1 hit (you get +2 frames on that).
This makes the grab EXTREMELY tight, and only tech-able at best, unless you’re against someone with a full Super/Ultra that has a 1-frame execution (you’ll be able to recover in time against most Ultras). I like to use this as part of my mix ups out of CW since most people can’t really tell the difference between different CWs.
Edit:
Yeah buffering is like when you do a hadouken and use the first motion of the hadouken to go into the super, so you only do a single qcf motion to do the super.
Example:
Super is qcf qcf p
Buffer into super would be qcf p qcf p (causing a hadouken to be followed up with a super almost immediately.)