The range isn’t goood enough. If you have the “mad skillz” you can backdash, grab a charge, then dash ultra. I didn’t think this was actually possible until I tried it once vs. a buddy’s viper. Looks sick.
Also, you could backdash, jump forward, and back air throw. I haven’t quite sussed out the range and timing to hit this one consistently, but I like to fiddle with it in lighthearted matches.
guile can ultra after back dash crumple, maybe you have to be close to your opponent during the focus, or maybe its character specific (dont think it is), but i know it works.
Nice for ooos and ahhs but it probably would do more damage if you substituted the first c.lp > c.lp > c.mp for a single s.hp. Also, if they aren’t in the corner the second set of jabs may push the op too far away for the mp to link.
In general though, just keep it simple.
J.hk > C.mp xx hk flashkick --------------------- (298 / 460)
Making that flashkick an EX instead of an HK would bring the damage higher than the combo you listed any way with the added benefit of ease of use and only one stock of meter.
Good thinking, but scaling hurts this game too much.
Oh yeah sorry for not specifying it being a corner combo. Thanks for the reply. I thought it would be something due to the amount of stun it generates. xD Even though that combo you listed would of generated more stun I believe if you did ex flash instead.
It’s pretty hard to do actually. I take it your already trying to get the maximum possible charge time the moment you tap up-forward right? Going to down-back is one of the most important things because I think it makes you more confident later in the combo. Once you know your getting as much charge as possible, just hit the jump-in as deep as possible and then take a very calm approach to the neutral hp > flashkick. I’ve found that when it doesn’t come out for me, not having enough charge usually isn’t the issue… it’s normally me flubbing the motion because I’m trying to rush it. You can grab enough charge to do j.hk > s.hp xx flashkick xx super pretty easy actually.
Also, practicing the normal s.hp xx flashkick by itself will help.
You need to hit the HP with the stick either completely neutral on the way from DB to UP, or with the stick B, pulling the stick from DB to UB. You can’t take care of part of your charge, move the stick out of a down position, then go back to finish charging.
ive had alot of trouble with that combo too. s.fp>fk. i keep refrencing my timing for a similar combo with urien s.mp> headbutt. i can do the urien combo with relative ease but the guile one completely escapes me:lame:… i use slinkuns preferred method for the urien link. ive tried the same for guiles but no sucess, yet…
What Slinkun said is very important “take a very calm approach to the neutral hp > flashkick”.
I prefer to use back and fp. The motion from down-back to back to up-back is REALLY slow. I would say if it’s not coming out try changing the speed at which you move the stick. After you find the right timing this is pretty easy and you’ll be able to do it 10 out of 10 times.
Doing it with a jump in is a LOT harder. There’s a lot you have to get right in order to combo the jump in with the rest. Is anybody able to do this consistently? It does crazy damage and knocks down so I would assume pros would use it a lot more but I haven’t seen it much.
It’s pretty limited. I’ve never actually landed this in a real match to be honest. Like you said, there’s alot to get right between range, charge time, and the motion itself. I think the trick is, is to get comfy with just doing s.hp xx flashkick as a shoryu type move punish, while simultaneously working on getting more charge time during every one of your jumps whether your max screen or otherwise.
thats a good way to put it. i kept thinking not practical but its quite the opposite given the right situation. can you hit confirm it? and can the s.hp>fk link be a 2 in 1?(forgive the terminology if incorrect)
2 months ago, doing s.hp> super> ultra was pretty much imposible. now I can do it pretty often in trainning. So I decided to do it with jump hk, s.hp>super>ultra for a challange. By mistake I was able to do the following this morning: s.hp> sb> super> ultra. I tried doing it again and I couldnt, lol.
I think adding the jumping fk, will make it much more difficult.
O well, I did it 2 times in a row with Data on and with the boom making it 13 hit combo, the damage is not as great as without boom. looks pretty cool tho
Neutral Jump FP > Upside Down Kick > Crouching Strong > Sonic Boom (EX)
311 damage with a normal boom, 346 with an EX boom. Nj.fp was the only jump-in that I was able to combo an UDK into. It has to be timed pretty ridiculously though…