Faster, more blockstun/hitstun, not as spacing-dependent, better range, only 5 less damage.
Close s.hp is more consistent at close range I think because the knockback is less for the followup EX Palm, but if you’re unsure if you’re close enough you should always use cr.hp. Off a demon flip or jump-in, you should usually use cr.hp because it’s faster.
Is the correct timing for back throw > j.mp (1 hit) early or late? When I first started practicing it, I was getting bt > j.mp > c.fp xx ex palm, but lately I have been missing the c.fp every time. I’m not sure if it is my timing on the ground or in the air that is wrong.
The timing of the mp is late but the jump forward is immediately after the backthrow recovery ends. I just hold jump-forward after backthrowing and time my punch. This is how it works for me. I barely ever miss.
I haven’t looked at this video yet… but I’m going to guess this has to do with Hadous and Ex.Demon Flips. I’ll edit the post in a second after watching.
***Edit - ***Yup, I was right. I’ve posted this combo a lot of times on most of the gouken threads. This combo is actually really good after connecting any strength palm, especially mp/lp.palm. On quick recovery, you have time to get off one fireball and the ex flip, if they block, you still have a block string and can put on some pressure into more demon flip mixups.
If no quick recovery, charged Hadou and if not blocked you get the chain you see in that video. Great combo. If you don’t want to waste the stock, the charged Hadou is perfect here for the hit confirm.
Probably missed it, but is there any reliable way to combo with his demon flip kick? Every time I try to link with with sFP it just combos at random, I’ve tried delaying the kick, I’ve been doing the kick at the very top of my arch, it just combos whenever. This is a bigger problem online because of the input delay.
I’m having trouble getting EX rush, dash, HK tatsu to connect reliably in matches. Sometimes I only get one hit of the tatsu, and I think it may have even whiffed once or twice. Is this combo dependent on spacing? If so, are there any tricks to know when it will work? Or is it something you just have to get a feel for?
It works on everyone except Elf, Vega, Dan, and Sakura. Timing isn’t very strict at all, you just have to do the tatsu while you’re dashing. I don’t think I’ve ever messed it up in a match.
HEY GUYS, FIGURED I’D JUST COME IN AND SHARE GOUKEN’S 100% COMBO ON SETH.
[media=youtube]IsKcZ8fEQCk[/media]
Yea, might be old news to some of you, but I keep finding myself going to the toolshed and coming out with cool things people already know. I can’t help it, when I work out combos I don’t communicate with the outside world.
i went into training mode a few months ago… sakura, elf, and dhalsim are the only three i could not land the ex dash tatsu on…although some are harder to get, for instance skinny vega is a lot harder to land it on than big ole zangief.
EX Palm, Dash, Tatsu does not work on everybody unless they are cornered. With those three mentioned the first tatsu hit connects, but the rest wiff. So they have time to go make a sandwhich before they punish you.
So I’ve been messing around with mid-screen stun combos, too bad they usually end up taking full meter
One I’ve got down pretty well that full stuns Seth:
J.:hp: > cr.:hp: > EX palm > FADC > EX Gohadouken > st.:hk:
492 Damage before stun + anything you do after (j.:hp: > :hp: > :mp: palm does 614)
The Gohadouken has to be done at the perfect time, if you do it too early you get a :hp:, if you do it too late, you just miss. On everyone else that doesn’t get stunned (everyone else), I follow up with :hk: Demon Flip shenanigans. Use as you will, I like the damage for a mid-screen combo, and you can follow up with mind games.