Well, you can hit confirm cl.hk into super very easily, it is like a 4 frame link.
So just jump in and c.hl into super.
There really isn’t any need to do any move at all after backthrow. Just backthrow straight into Super. It does more damage then canceling either Tatsu or FB into super, and you can simply press the punch button when you see the character about to land, since super come out so quick it is really hard to miss.
I guess I just don’t play differently whether I am online or offline. If lag made me lose I just take the lost. I feel that adjusting for lag in the long run is bad for your overall habit and make you play worst where it counts.
Well, unlike the unergonomic execution of tatsu xx super, cl.hk > super isn’t nearly as tricky to perform. While it requires you to time it, it’s not even a difficult link. You have 3 frames to get it right and you can piano-link it to drastically up your chances. So given how easy it actually is to perform, I would definitely do it for more damage. I’ve land these more successfully than cl.mp > cr.hp.
I mean, if you have no trouble doing the more difficult combo that does more damage than the reliable one, by all means go for it. I remember how people used to promote using mp Palm after EX Palm online to reduce the chance of missing online when timing hp Palm wasn’t really all that much harder. I still use hp Palm today and I still would for that extra bit of damage when it’s that easy to land.
It just concerns me that it isn’t really a hit confirm to throw a whole super at. I wouldn’t be able to confirm that the first hit of the hk actually wasn’t blocked before committing to super. If you are punishing something and know for sure it will hit, then it makes sense unless you could hit with st mp or cr.fp which do more damage.
I could be thinking this the wrong way though. Are you linking it after the second hit? If so, I didn’t even realize you could. I’ve always thought you had to link super with the first hit. If so, then there’s definitely more time and it could be considered a true hit confirm.
3 frame link after the kick drops on their head. You’ve got almost half a second to confirm it if both hits connect. That’s sure of a hell lot easier than what you were thinking and it gets scaled less than the regular hit confirm.
Close standing hard kick on hit is +4 on crouchers and +5 on standing opponents.
Considering super is 3 frames it would be a 2 frame link for crouchers (hit on frames 3-4) and a 3 frame link on standing opponents (hit on frames 3-5). Push back not factored in
just spent a few hours getting my ass kicked by a guy named IFA Sadistt on PC.
It was sad.
ya, he was better than me, and yes I was drunk off my ass. he was just going from character to character, exposing every fucking hole in gouken’s game.
it was just sad watching how easily gouken was fucking pwnt by a larger majority of the cast.
i only beat him when we played matchups where gouken had a remote chance.
don’t get me wrong, I appreciated him hanging out in endless, kicking my drunk ass. but it was just sad, not being able to do jack shit.
the occasional other person would join, and he’d lose to me to let me play somebody else, and i’d beat them easily while chatting over the mic about the matchup. and then it’d be right back to the stupidity.
Why cancel when you can link? I’ve never thought of canceling cl.HK into super ever in my life, but thankfully linking is so much easier, and it does more damage, so I’ll gladly take that over canceling any day.
You feel nothing wrong here!?!?!?!? I rightfully counter his normal and he gets a fucking ultra out of it and NOTHING WRONG!? lololol thats funny man. It should be unblockable once its activated I mean you still want gouken to be hit which STILL DOES HAPPEN btw.
You touch the kongo you deserve to be punished. thats what the move was made for simply put. I understand the fact that she was invincible I didnt start playing the game yesterday even still its pure bullshit.
I very well understand why it happened but my point is that it should not happen and should be fixed. Kongo once activated should suck in the opponent. the suck in would cancel any move they canceled into and then knock them back. Is that too much to ask for!?!?