I’m trying to up my game and am having difficulty performing this simple, yet important motion. Could somebody break it down as to how they perform the motion to do this? Like, for instance, do you begin to move the joystick for the Super during the first c. LK? I’m finding it difficult to do the joystick motion after the c. LK c. LK part.
In case anyone was wondering, I’m practicing as Ryu/Ken
:u: The only draw back with doing it that way is your execution has to be slightly higher… Although it might seem simpler, you certainly don’t want a s.lk coming out…
A special move is not in the way of Ryu buffering into that super.
And even with that said, X-Ryu doesn’t have that super at all, it’s the shinkuu. So you can just hold down the last :lk: so it doesnt negative edge.
I thought you said Ryu cause Ryu couldn’t combo cr short, st short(if another cr short is mistimed due to the shortcut) into super. I thought that was possible, but I could be wrong.
Thanks to everyone for their input. THis is really the kind of discussion I wanted to generate. Are there any other shortcuts like this that are worth knowing? Any character you want to talk about is fine
Slide: Using your method with A-Ryu, you get the Metsu Shoryuken. With A-Ken you get the Shinryuken. Like you said, you need to avoid the negative edge. And even if you do that, it’s still unreliable, in my opinion.
Is anybody actually using that method?
C.short, s.short combos, but s.short isn’t cancelable.
It’s the most reliable in X ism, cause you wont get the other super.
It’s reliable in A if you hold in short to avoid negative edge.
I know that Akuma can combo cr short cr short st short fireball. So st short is atleast cancellable for him. <- that was the dilemma I saw here, was that I thought you were saying for Ryu and Ken that st short combos into absolutely nothing.
But yes, whenever I short short super, I hold short to avoid the negative edge. It’s the samething I definintly do with Guy(since he’s the only A ism I use) cancelling far st strong into super.
I find it way more reliable to do the full motion AFTER the jabs.
It’s harder to do, and the other way definitely works… but I just find it easier to hit-confirm if I do the motion after my normals. Plus I don’t really have to worry about including motions into stuff, and buttons, etc. Just hold down the last button, perform motion, voila.
I’ve honestly never used any of that negative edging or early buffer stuff. Never had a problem doing stuff quickly enough. I just sort of tense up a little if it’s a more strictly timed hit confirm.
The only time I’d use any of those techniques is if it actually had some side benefits like with Hawk’s SPD in ST.