@1:45 he does FP, hadouken, cr. HK,
so theres no reason why cr. mp wouldnt. I did it. It could cancel to something but I didnt try it, although I did do it with mp. that also means if cr. mk reaches, it would also work, but Im not sure anything would connect after. He connects even weirder stuff after in that vid.
On the cross-up mk into cr. mp xx hadouken thing, Its very tight and it has to be a very deep cross-up(or counter), but it works too,
What you did (and what dude did in his video) is character specific…ONLY works in the corner…and wouldn’t make sense considering ex palm> whatever is much better than that flashy shit…
I still say…Cr.Mp xx fireball…does NOT connect…Perhaps deep…but the ? is…why would you post this shit…if it isn’t possible, or applicable in any match…Ive seen you do post this theory combo shit before son…stop it…Cr. Mp>Fireball is just a great block string…and if it connects…should be xx to Tatsu in the first place…
cr. FP, haouken, cr. mp is NOT character specific as far as Ive tested. Seriously. The follow-up might be, but this one isnt. But even if it is, it might help when you dont have EX. Useless? I dont think so. Misleading? I dont think so either.
Ill post a vid of it connecting. Its just info. It might not be the best alternative, but its something that could help in a few situations.
Man, no offense, but you should at least test, give the benefit of doubt. Be nicer, cmon, its not like my post is misleading in anyway!
Its not like the community will miss much, but this things only encourage me not to post, and that isnt the objective of the forum, neither yours, I guess.
Um guys, Mirror Chen did not land a cr.mp xx hado. It is a hado -> cr.mp link. I have done this myself, it works. hado is +6 on hit, mp is 5 frame startup I think.
cr.mp IS possible on cr.mp counterhit but we are not talking about that. The other stuff (the c.fp xx hado -> c.hk) is only possible in the corner AFAIK or character specific. The push from the hado takes them out of range consistently IMO. I think Mirror himself mentioned that in the video.
That doesn’t work man. It doesn’t matter what you chain/link this with before the cr.mp, or how deep your cross-up is. While the Hadouken can be canceled into from a cr.mp, you will not link the Hadouken FROM a cr.mp. Not enough time, check the frame data.
Training dummy set on autoblock, never works. Don’t confuse people.
Try this for example:
Link: lp/mp.hadouken, cr.mp. ***THIS WORKS AS A LINK AND THE GAME REGISTERS A COMBO. lp/mp.Hadouken does NOT cancel into anything (except FA), nevermind cancel into cr.mp, but the hit stun from the Hadouken is long enough for the possibility to link into cr.mp.***;
Chain/2-in-1: cr.mp xx lp.Hadouken. THIS DOESN’T MEAN THAT JUST BECAUSE SOMETHING CANCELS, THE HITS ARE GOING LINK INTO A COMBO STRING
You’re not using your training dummy properly. :sleep:
Can you guys seriously drop this Fireball -> cr.MP bullshit?
I wouldnt even attempt a follow up after cr.MP, but thats me. However if you want to risk the extra cr.mp damage you can do s.HP xx Jab FB -> cr.MP. Its a one frame link though, and the risk really doesnt justify the reward.
cr.MP xx FB never comboes. ever. ever ever ever. I dont care if you show me a video, its all lies. A close cr.MP will combo into LP Palm and tatsus thats it. The only time it would ever combo into a fireball is if the cr.MP hit as a counter and that doesnt count, thats a special circumstance.
Also, you cant get within cr.MK range doing that so dont bother, you still wouldnt be able to combo a fireball.
Also, Im super glad to see that combo video showing some cr.HP xx Jab FB xx FADC comboes. People dont usually do that, and yet its a staple of my gameplay.
And im gonna jump in the time machine and tell you people the only corner setup you need.
jumping fierce -> cr.Fierce xx Jab Fireball xx FADC -> cr.Fierce xx ex. Palm Rush -> Fierce FB -> ex Fireball -> cr.Fierce xx demon flip throw.(Demon flip throw is ambiguous, not a combo)
Lately my friends have just been jumping backwards after I hit backthrow to close HP to set up the demon flip mixup. It seems like this works pretty well at neutralizing that threat. Is there pretty much no way around that counter or am I just doing the close HP too late and thus giving them the frames to jump backwards before getting struck the flip?
I’m afraid that’s a very solid defense against that mix-up. If you try to catch them with the Demon Flip sweep they can easily hit you with an air attack while falling, so don’t try that.
If they expect this maybe you do it too often. Try replacing the demon flip by a MP fireball, if their reaction skills aren’t great maybe they’ll jump backwards directly into it so next time they won’t be so sure about that tactic ;). If that doesn’t work try a HK Demon Flip dive kick or air parry, maybe that way they cannot scape (not sure if they will be able to punish you while jumping anyway)
Against those kinds of players, I only demon mix-up when I know I’ll score it. Try an earlier rather than later dive in the corner? But block+tech after this.
Also, against most scrubs, I’ll see the classic backwards j.HK, cr.HK combo (The scrub staple attack in Super Turbo). The back j.HK never hits. The cr.HK is low countered.
Also a guaranteed hit: Far screen: charged full lp.Hadou --> Ex.Demon flip dive.
Whether it’s the the first hit of the fireball, or the second, or both are blocked, you’ll be safe here afterwards. It’s a three hit combo and/or block string.
Your foot overlaps the hitbox before the block/hit stun ends for the charged lp.Hadou hits.
You usually don’t have many chances for this option, but if/when you do, take it, especially against a cornered opponent.