this works, sonic hurricane only hits once though
Yeah, IIRC it is better to just connect the super, SH for chip or stand alone. I find myself not having to use meter much outside of a few matchups and/or safe FK’s so I routinely will have super stocked. Kind of dumb for me to go for the Super into Ultra, but sometimes worth it.
To help clarify for newer players (I know this was one of the tougher things to have explained at first), OS = Option Select.
It basically means, “pressing certain button combinations to ensure the best possible result for a situation.”
The most simple/common one is the Throw OS. I’m sure everyone is familiar with an opponent who mashes out several quick crouching jabs, then throws. While you are blocking this particular setup, you would hit LP + LK a fraction of a second after each punch. The result? Since you are in a blocking state while you’re pressing LP+LK, you will do nothing - you’ll continue blocking safely. If the person attempts a THROW, however, because you are inputting LP+LK, you will BREAK their throw.
Another example is the target combo/backfist Option Select. The first thing to know is that when pressing multiple buttons, the heaviest attack will override a lighter attack. Press LP + HP together - you’ll get a HP.
When someone is getting up from a knockdown, you could try a Target Combo (c.MK to f.MP). But lets say the person does a backdash on wakeup, and they leap back over the c.MK. Your target combo will now miss, and you will be punished.
Instead, you do c.MK to f.MP + f.HP. If the c.MK hits, the target combo will finish coming out. If the c.MK whiffs, however, you are no longer throwing out a pre-set string. You are now doing a f.MP and f.HP together, which means the HP will override the MP. Thus, you’ll get a backfist. This ensures that if you are going to whiff the target combo, you’ll instead get a backfist which WILL hit their backdash.
I hope this helps some people who, like me, had some trouble with the concept when they first started out.
Not sure if this has been mentioned, but Hakan has a weird hit box.
Usually, if a cast member jumps in on SH, they eat it. But it seems to whiff on Hakan if he jumps in (I’ll re-test this however)
Also, FK>Super (any strength) doesn’t connect fully on Hakan.
Gonna do some more lab testing.
Ya, he’s also the only character you can’t land crumple > UDK > close s.mp on. The far version of s.mp will always come out instead.
hey guys…
In a FK xx FADC(backdash), SH combo is the pause needed? What I mean is the more popular tutorial video by sonicflash claims that there is a slight pause needed before you perform the backdash out of the focus attack.
It seems harder to backdash-SH without this slight pause, but maybe I am missing something. Is this slight pause needed to get the combo out reliably? Is the pause there to help the SH come out or is it a timing issue with them falling into SH?
Thanks.
no it’s not you can do the complete motion as fast as you want. Just hold f+ppp.
Is anyone doing fadc backdash u2 consistantly? This backdash ultra seems hit or miss. It does not seem to matter how fast/slow/what timing i use. The ultra fails to come out more often than not. All inputs are correct and it seems as if there is some sort of very strict timing to get the ultra to come out after backdash despite what speed i input the b/f/b/f commands.
Guile’s Backdash is 26 frames and his Forward dash is 19. you have 26 frames to complete Guile’s U2 ultra motion after you start it. You have to press the :3p: immediately after the backdash concludes, basically. Forward dash gives you plenty of time. It’s much less strict in this regard. It’s definitely a timing thing.
Thank you for telling me mine is not good enough. LOL.
IIRC, the pause is not needed for backdash to U2. What you are probably not doing is bringing your controller to neutral and then back after the FK. Muscle memory tells me that I can’t do it yet. lol
As in FA, neutral, tap back, f/b/f + punches? I admit i probably do not go all the way to neutral before i tab back. The thing with the timing is I can do it pretty slow and get it to come out, yet I can do it at the speed of light and the screen with show exactly the inputs i need and I can not get it to come out. I saw your vids! I didnt see one for backdash? I did watch the fwd dash to u2 which is pretty easy for me so far.
how do u do a sonic boom to super?
It’s on the first page, bottom of the second post. Don’t forget to double check the first post on a thread before asking a question, it can save you some trouble.
Anyways, I had a random thought. But isn’t this combo…
Level 3 crumple > UDK > s.hp xx jab boom > GHK > hk flashkick (409 / 660)
…the most damaging, meterless combo in the entire game currently? Only other meterless combo I can think of that could do more damage is run stop fierce with elf or a lvl 10 TAP from balrog. I doubt ryu’s lvl 3 > f.hp > c.hp xx lk tatsu > mp shoryu does more… although Juri can do some things with stored fireballs, I doubt she can squeeze in as many heavy hits as Guile can in this combo.
Hmm…about this one Slinkun?
Level 2 Crumple > UDK > st.mp xx jab boom > GHK > HK Flashkick = 373 dmg (Meterless corner only)
Level 2 Crumple > UDK > st.lp, st.mp xx jab boom > FADC > GHK > HK Flashkick ( I have no idea what the damage is on this one but I love landing it. lol)
EDIT: I’m not too sure but I think that’s pretty much the only character that has a 400 dmg combo (meterless).
Fei Long has a 448dmg (j.rh, s.mp, HK chickenwing, s.fp, hk DP) char specific one and Akuma can do 419 (J.fp, s.RH, s.fp, lk tatsu, fp shoryuken), but i dont think anyone can do more than Guile after a FA lvl3.
sucks that guile has to get this combo off a level 3, while others can get if off from a j.hk or j.fp
Well, it’s all very range / character specific anyways… and that level 3 combo is makoto only afaik. I think it hardly sucks that a lucky crumple in the corner can lead to: UDK > c.mp xx jab boom > GHK > hk flashkick (374 / 590)… against about half the cast.
Also, holy crap that fei combo does a lot of damage!
I personally like Sonic boom + Shades as the round ends.
Nah Shades doesn do alot of damage after a Sonic Boom, it works better after U2!! (just kidding for the shades setup, i know it doesnt do dmg:P)
Can some explain how to charge for this combo, I’ve seen it done in videos:
j.fierce, s.fierce, sb, cr.strong, sb.
How do you charge fast enough to get the second boom out after just one mp? And I alrdy know about pre-charging. I’ve tried it a bunch of times in training mode but it never comes out. Help me out! It would help for damage scaling.