i had a play and came up with somthing last night (also stuffed a spamming ryu srk on training) im not confident enough to say its a safe jump because it was just a recording of a srk but:
much like the ex palm > dash > walk forward slightly sweep
but ex palm > dash > walk > cr. hp > instant gf > kick seemed to stuff a spam srk… and if you’d hit another ex palm to mp palm they are very close to stun, or stunned…
To properly test safe jumps and stuffing reversals, you record the Dummy doing the set up (In this case Gouken) and you play the person being tested (In this case, Ryu) and as Ryu try and Reversal DP and stuff
When practicing a setup it can be more productive to make the dummy mash DP in a really short record window and do the setup ‘live’ as Gouken so that you don’t have to re-record every time and play back.
The only time I ever do EX Palm -> palm midscreen is either:
[LIST]
[]They’re close to stun and I don’t want to whiff half the hits of a tatsu
[]They’re kinda close to the corner so I do EX Palm -> lp hado -> lp/mp palm
[*]I do EX Palm after a focus crumple backdash - I think it messes up the way they fly if you hit them ‘airborne.’
[/LIST]
I only do dash sweep and dash hk tatsu midscreen. HK tatsu does better damage than palm and has much more meter gain - meter is important for Gouken and his palm builds almost none. A s.hp xx EX Palm -> dash hk tatsu builds more than half a bar.
If dash hk tatsu is wonky/doesn’t work on a character I just always do dash sweep.
I just found somthing out in training, is anyone aware j.mp connects to ultra when the opponent is ON THE GROUND? so perfect for people who focus jump-ins
Also when you try to reversal DP as ryu, use your stick and just mash DF, D, DB back and forth, its a super easy way to do crouching DP and I think that actually kills most of his safe jumps when using LP DP.
You can stuff a dp damn near anytime a shoto’s back touches the floor if you’re close enough. I’m starting to do this a lot more after connecting a 2 hit j. mp.
Shoto Specific
Spoiler
(some of this works for other characters too, but in most cases they will make them whiff should they try to reversal)
Here’s how you stuff srk’s > vortex shoto’s. The stuffs can be timed to hit them on the ground and lead into your combos etc., the goal would be to end with an untech and start the process all over again. If they aren’t grounded they will be hit and considered mid-air for a reset.
forward throw set up [media=youtube]qRpb7_BXwjU[/media]
d + mk set up [media=youtube]FEWNAC9jqaE[/media]
cr. roundhouse set up [media=youtube]eQfx59Lyvj0[/media]
w/ faux safe jump set up [media=youtube]NJfNvXRyiQo[/media]
using the reset to set up to stuff srk [media=youtube]HsRCICY_IP8[/media]
d + mk safe jump set up [media=youtube]rwR4DainoOQ&feature=related[/media]
I managed to this this combo during some matches the other day:
Demon flip > dive kick > Ultra 1
My opponent was using Dhalsim. I moved in for a demon flip into dive kick. It hit but at this point i decided to scrub it out pretty hard and just went for mashing into Shinsho. Anyone else ever have this happen before? I didn’t catch if it was a counter-hit but I suspect it was.
Something has been bothering me for a while. Since you can do low short (or pretty much any weak normal) into any tatsu I tried to do something like low jab> low jab > low short > tatsu to hitconfirm on standing opponent, but can’t seem to pull it off. Jab > jab >low short is easy, same for low short > tatsu, but I can’t get them all together. I’m not an sf-veteran nor a brain surgeon, but this is the first combo with the old man I couldn’t do once. I know I’m not describing the problem too well, but could anyone give me a tip or two on what I am doing wrong?
Right a simple explanation on the combo system in SF4 is as follows. There are 3 ways to combo moves(a 4th is juggling, but that is it’s own entire beast and a 5th is FADC but that is technically Cancelling and linking combined into one beautiful thing)
Links, Chains and Cancels.
Links are done by connecting a move within the hitstun created by a previous move. The following move must not have startup beyond the hit advantage created. For Example Goukens c.LP are +3 on hit and +4 on counterhit. Goukens fastest normals are his c.LP at 4f startup. So it is only possible to link them on counterhit.
Then we have cancels which is cancelling a moves remaining active frames and recovery frames with a special, super or Focus Attack. Goukens c.LP again has 2 active frames and 9 recovery. So it can cancel into any 1(2nd active frame)+9(recovery)+3(hit advantage)= 13frame or faster move.
Chaining is exactly as cancelling(as far as I understand it), but has the added downside that once you chain into a move that move loses it’s Cancelability except into more chains.
Couldn’t help myself there, I hope that helps someone at least
PS: All these elements can work together in a single combo, if you start with a chain, then go into a link you can then cancel a linked normal into a special. Sadly neither Goukens jabs nor his shorts allow any such linking, causing much misery. AE gives a little something in return though