I’ll probably look into this before the weekend is over if you don’t, as it would be really handy to know for sure. I was mostly just wondering if you had already got the answer to that question during your previous testing, as that would save me the work of checking it out myself. I would be surprised to find that it doesn’t work on anybody while crouching though, as crouching hitboxes tend to be wider. I guess Balrog is just a jerk. :rolleyes:
With balrog it seems like his head is just pushed back enough, that it doesn’t hit on the right active frame to link, haha but I’m no expert on these things, its just weird.
On second thought, this is a reaaally good meaty move. It works as a crouch tech punisher AND you can punish some (don’t ask who) backdashes with ultra 1 and oil rocket, and it’s pretty safe like you said. It might even be good for a sort of walk back meaty move into f.lk for the CH combo.
Oh I’m not ignoring you guys btw, a list of characters that combo worked on would be really helpful. I find a lot that st.lp will whiff on some characters, where as st.lk will hit, although I think st.lk most of the time will give you two hits only unless you’re in close. The moves may be exactly the same on paper, but there is differences…scratches chin
Yeah, if s.lp,s.lp,s.lp, f.lk, xx slide doesn’t work on some crouching s.lp, s.lk, s.lp, f.lk xx slide, might? Something to test out when I get out of gears mode. _
I skimmed the thread and I didn’t see any mention of st.:lp:, st.:mp:, :f::lk: xx :hp: slide > press. 257 damage. The normal BnB, st.:lp:, st.:lp:, st.:lp:, :f::lk: xx :hp: slide > press does 230. Yes, st.:mp:, :f::lk: is one frame, but st.:lp:, :f::lk: is two, and it’s a 30 damage difference.
I’m also trying to figure out if st.:lp:, st.:mp:, st.:LP:, :f::lk: xx :hp: slide > press is possible. Frame data says it should be, but for some reason I can’t get it to happen. Theory dictates that it will do 270 damage.
Final question, why are some combos listed twice with different stun/damage listed for each? AE vs 2012 or something?
There’s 2 1 frame links in your 257 damage combo and one is unplinkable. That’s not worth the 27 damage extra.
The combo you listed is optimal, as far as I know – however, if you do MP, LP, f.LK xx Slide instead of starting with LP, MP, you get at least a little bit of time to try to confirm if you hit the 1-frame link or not, and try to not do the slide if you dropped the combo. Obviously you can’t always start MP instead of LP in practice, but if you’re trying a combo after a jump-in or something, you should start with MP.
Also, I don’t think adding in the extra LP is possible. I think MP pushes your opponent too far away to connect the combo. It might work on like, crouching Bison or something, I haven’t tested all the permutations, or seen anybody else do that yet either.
And yes semitry, it’s hard. But if we want to see Hakan players actually getting wins, we have to step it up, get in the lab, and learn optimal combos. Vega players and Zangief players do unplinkable 1-frames in tournaments, so there’s no reason Hakan players can’t.
What unplinkable 1 framers do they have? Don’t know Vega well enough and I’m pretty sure Gief doesn’t have one that’s unplinkable.
Ibuki does I believe in her loop but that’s for a ton more damage.
And here’s the bigger problem with that unplinkable, you can’t hit confirm it because you have to go into slide immediately and if you miss it you eat a big combo or use 2 meters.
I often see Zangiefs doing cr.LK, cr. LP or cr.LK, fs.LK which are both unplinkable. Good Vega players do jab links (cr.LP, cr.LP) frequently too. These are just examples off the top of my head.
But yes, the confirmability is an issue – that’s why I recommended doing s.MP, s.LP, f.LK xx Slide instead, so you can get more time to try to confirm if you made the link or not.
You can definitely hit confirm st.mp, st.lp, f.lk without committing to the slide, while still being in a good position, especially when oiled. If you truly are having trouble with this, from close in you can do st.mp, st.lp st.lp, f.lk slide, which gives you all the time in the world to confirm it.
st.:lp:, st.:mp: is one frame (but plinkable). st.:mp:, :f::lk: is one frame and technically plinkable (plinking :lk: with :lp: yeilds :lk:). Still both one-framers, and it feels weird to get your hands positioned correctly to plink the latter, but it’s a very helpful tool.
Backed very hard. The main reason that I was messing around with this is because I want to step up my execution.
I think you’re right. After doing more testing, the second :lp: definitely looks like it’s not hitting on the first active frame. Also, my theory on the damage was wrong; it would do ~264 damage or so.
I did, however, re-think this and come up with a solution, if it pleases the court: like everyone is saying, start with :mp:.
st.:mp:, st.:lp:, st.:lp:, :f::lk: xx slide
Like I said above, it looks like the st.:lp: after the st.:mp: isn’t hitting on the first active frame. Since :mp:, :lp: is a one frame link, it won’t work, but if we are trying to link st.:lp: to st.:lp: at that range, we get an extra frame to play with, meaning we could hit meaty (read: on the second active frame) and not only still be able to hit, but also get an extra frame of advantage. Unfortunately, this only allows different normal links (such as another st.:mp:)…if only it gave ONE MORE frame and it was +7, then we could link to cr.:mk: xx slide.
Again, this is theoryfighting, 'cause I’m at work, but if no one has posted anything by the time I get home, I’m gonna mess around with it.
na, the best s.mp combo is simply [ s.mp > s.lp/s.lk > f.lk > hp.sliding ].
2x s.lp/s.lk in the middle is only for specific larger size character only if you know.
mostly other character will not work.
tba this combo is hard but not the hardest thing for hakan, but if you are a hakan main, you still need to get this down somehow regardless
Here are some combos I’m currently working on. Shared most of these with Samurai Drew earlier so I figured I would just put them here and if anyone has any more to add or you want to discuss any of these, feel free.
What I usually do is work on a combo for 5 minutes on a side OR until I get 5 in a row. If 5 minutes pass before I get 5 in a row, move on to the other side or the next combo.
(lp can be lk, don’t be afraid to mixup the amount of lp/lk as long as you stay in range)
-
Parry air attack - lp lp lp fwd.lk - slide
easy 230 dmg and you can even grab after a lp or 2. I’m starting to use lp a lot more than c.lk because of the chance to combo -
mp lp fwd.lk - slide
I think every hakan player just needs to put in the time to get this combo down. BDNC mp or after a j.hk, this combo has its uses. Easy to hit-confirm into slide -
lvl 1 focus - fwd.mp - FADC - lp lp fwd.lk - hk/ex dive
This combo helps you become more consistent with your lvl 1 focus combos as well as catches the opponent way off guard with a 5 hit combo then a dive -
lp lp fwd.lk - FADC - lp lp fwd.lk - hk/ex dive
I would mainly use this if your opponent starts catching on to your dive resets after your fwd.lk. -
j.hk - c.mk - FADC - lp lp fwd.lk - hk/ex dive
this does some pretty sick dmg and stun. Good way to get those dive resets if you use j.hk - c.mk a lot. The timing is tighter than fwd.mp so practice a lot
Suggestions:
- lp lp lp fwd.lk - FADC - c.mk - hk/ex dive --SamuraiDrew
Stylish. Drew wears a gucci suit when he plays Street Fighter
So that’s what I’m currently doing in training mode pretty much every day now. I’ve only been doing this for a few days and my consistency has greatly improved and all these combos help you work on a different Hakan technique, whether it’s FA combos, Parry, maximizing j.hk dmg, etc etc. Only an hour in training mode.
i have a question ; is the lp lp lp fwd.lk into slide + press usefull / practical ?
it only does slightly more damage then Fwd.mp into slide
Doing a jab into combo is extremely essential…therefore, you must master it…
This is very difficult to me atleast i like using lk,lk,cr.lp into slide over lp into fwd lk since i have so hard do it in real match
if you find [ s.lp x3 > f.lk > hp.slide ] is hard, try s.lk x3 instead.
the reason that you want the f.lk to hp.slide always because it add the extra damage to the combo.
c.lp > lp.slide combos are not enough damage in game, full combo from light attacks >200 dmg… just not good enough.
So this is definitely practical and most useful combo Hakan needs.
so yea practice up and you’ll be good with it in no time
Why is lk easier than lp? Same frame data. Lp pushes back further but has longer range. I always felt lk was easier but can’t pinpoint why.
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s.lp i feel it requires to press button a tiny faster to link, though the data had always been the same like you said.
Not sure exactly, but i think its to do with hitbox/point of contact.
anyway, its essential, just practice up to 80%+ success rate and you’ll appreciate it
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
- Best BnB combo
- Best punish combo
You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you