"Hands" - it's about hands

Like i said

Cr. Lp, cr. Lp xx hands works

Cr. Lk, cr. Lp doesnt because its not a link but a chain meaning cr.lk xx cr. Lp

Cr. Lp, cr. Lk xx hands works

You cant link cr. Lp from cr. Lk hence you Cant use chains to do hands like chun

Lp hands are safe on block if properly spaced and now they also found it leads to a safejump so that sounds even more important

as you already said, if you want to go for hands to keep the pressure on them instead of using sting
cLK, cLP, crMP xx Hands(HP) 2 frame plinkable link
cLK, cLP, crMK xx Hands(HP) 1 frame plinkable link but less probability of whiffing

i don’t get the crLP, crLP xx Hands thing… it’s less damage (which is already pretty bad with hands) and probably harder to do

dont do it then.

smh

wants true blockstring hands? not me.

well ok… but if you do crLP, crLP xx Hands or crLP, crLK xx hands with link-timing to get the special cancel instead of chain-timing, those are not going to be true block strings 99% of the time anyway…

especially the crLP>crLK one since crLP is +3 on block and crLK starts in 4

crLP>crLP… 1 framer non-plinkable canceled into hands. good luck with that

and on the other hand we already said and seen, LP hands are not really safe against several characters unless canceled out of crMK max range

Like i said dont like it dont use it

of course i’m not going to use it but thanks for pointing that out, twice, while i was initially answering to mike robertson.
now i get how you got to 2160 posts, lol

so you don’t think i can hit a 1f unplinkable 1% of the time? I always say my execution is bad, but damn.

I use my cheat button for that anyways. plink lp~back lp~back, tap jab

HA! to be completely honest i didnt even think about the blinking trick :smiley:
I personally stick to standard 6 buttons layout but i guess that definetly helps a lot mainly with the whole buffering hands thing

About the blockstring stuff. I simply don’t think this game has realiable blockstrings aside from chains and cancels.
You just look at how the frame data have been created for all characters
As soon as someone has to link a normal move on block to make it special cancelable you’re basically “always” at risk.
It’s not like daigo always goes into crMK xx Hado from crLP or crMP through a true blockstring, quite the opposite.
And that decapre 1 framer is canceled into hands not exactly a QCF move, that’s way easier said than done and at least I don’t think i could do that consistently.

If you can pull that out consistently that only goes to you advantage… I just say this game doesn’t really revolve around true blockstrings starting from light hits and ending into special moves in the VERY vast majority of the situations.

Just my opinion, I absolutely didn’t mean to go against anyone before getting called out and smh’d by people up there. WTF :L

you know at least im not a lazy lurker

my amount of post are in the low end anyways

is a shame that this character is being played by so shitty players smh

Guys, take your personal issues to private messages, keep this about the character.

Thank you.

you have the least amount of post

shut up /JK

most post oldest joindate, listen to ME

Usually how it goes with female characters.

Thanks, been working fine for me the last 2 days. Still instead of cr mk im getting cr fierce alot when doing cr lk, cr lp, cr lp, cr mk x lp hands for example :frowning:
Need to work on my timing i guess.

Just my opinion, but you should:

  1. Dont use 3 lights.
  2. Use c.mp instead of c.mk when in range
  3. Use razor slide or stinger for combos

It can be worth using hands in that kind of combo, EX into Ultra 1 is decent damage. But yeah, mp instead of mk in 90% of situations

played around with it last night, so yeah like you guys said cr LK xx cr LP, cr MP (or mk) xx Dagger is the way to go. its pretty easy. i just dont really understand still why cr LK xx cr LP xx Dagger doesn’t seem to work. you do get pushed back pretty quickly though so going to MK is a huge benefit if you can hit that link consistently. that is why i wanted to go off a light hit but i suppose i should just skip the confirm nonsense and just go for LP hands in the first place instead anyway and not worry about that cause its safe on block. EX is safe too so might as well treat that the same.

so HP hands really is useless then? no safe jump and only like 30 more damage? super unsafe too, cant really think of any reason why you would want to do it now.

kind of relevant, i noticed red focus cancelling Rapid dagger > u2 does not work, only u1. didnt do that much damage i think in the 300s, i think you would be just as well off spending on super and use your u1 for a trap after the knockdown + corner carry. or better yet just ex hands, u1

HP hands is really easy to do from a jump in, just do j.HP and keep mashing HP for a cl.HP xx HP Dagger. It’s a terrible combo, of course, the first hit of cl.HP only does 40 damage and it’s not hard to do a better combo like cr.MP xx HP Stinger.

Maybe you can do HP Dagger on block and cancel the last hit into Super for chip damage kill, I don’t know

As for U2 after focus crumple, thanks to Veserius I know that the way to go is MK scramble > HP Break (ground pound) and then AA U2, works with both back and forward dash after FA.

Watching Capcom’s Pro Tour tournament at E3 yesterday and not even K-Brad knew about this, he tried to do ground U2 after focus crumple and it didn’t work, you have to do it REAL fast after the forward dash to hit the opponent before the falling animation, when he’s considered airborne.

if you walk forward and do pressure with staggered jabs, HP hands is the biggest damage you can confirm into. It’s also effective to buffer HP hands into pokes that would whiff unless they are walked into/get counterpoked. The safejump from HP hands is the same as the one from LP hands but it works on a different set of characters (some overlap iirc). Gonna get going testing which characters it works on.