close medium kick
http://sonichurricane.com/articles/sfnotation.html
see here to understand notation.
close medium kick
http://sonichurricane.com/articles/sfnotation.html
see here to understand notation.
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
cl. means “(standing) close”. Most (all?) normals differentiate in their close and far versions.
So cl. Forward means close medium kick?
Why not just CL.mk?
As previously mentioned, some people are used to calling the punches and kicks by the old names, w/ forward meaning mk.
It just seems like so out there to be construed as close mk(I had to ask again to make sure), but now I know…very silly indeed.
Street fighter notation is the way it is because different regions have different names for everything. I’m pretty sure japan uses the fierce/strong/jab w/e notation while the US goes lp, mp, hp. Tekken players use 1, 2, 3, 4 and some communities use 1->8 for directions even. It all depends on where you’re from and what u started with.
yeah i’m old school, i hated calling jab, “lp” and what not. just didn’t seem right considering on the old world warrior machines it above or beneath the buttons it would say jab, strong, fierce.
anyway I have to update that post and add and amend things b/c some of those combos dont work :sad: i wrote that up a long time ago before console came out. once i get my lazy ass to do some testing i’ll fix it.
i always like that notation in 3rd strike especially for yun combos jab short fierce!
Did anybody figure out a shortcut to c.lk, c.lp xx fp hands yet T_T?
http://d.hatena.ne.jp/video/niconico/sm6312517
He does it like it’s nothing. I don’t get what shortcut he’s using to make it that consistent. Driving me nuts cause I keep getting ex hands sometimes or nothing at all off the jab.
c.short~[c.jab] c.jab, mash fierce.
thumb on short, index on c.jab, ring finger on fierce.
don’t let the idea of pianoing make it seem like its the best option for everything. using selective mashing is much better for honda in most situations. the only time i think pianoing is absolutely necessary is on insanely quick cancels like c.jab and close jab into hhs.
I have horrible timing when doing links. As a result I always mash out the next input during combos. This has actually made this combo easy for me. This is what I do:
c.lk
mash c.lp (it’s always 4 inputs before it comes out)
when I see the c.lp hit fp
In training mode with inputs on, it shows that no matter if I wanted to or not I always hit c.lp 4 times. If I hit fp before I see the c.lp it doesn’t work I get c.fp or I renda-cancel the c.lp which is very bad because it gives a million frames for the HHS to be interupted. I only get EX hands if I accidentaly touch mp. The same with s.lp, c.lp xx fp HHS.
s.lp
slight pause mash c.lp (still always 4 inputs because of the pause)
when I see the c.lp hit fp
I’ve also got the c.lp/s.lp xx fp HHS piano down to where I get it 80%, EX 15% and c.fp 5%. So the combos are there I just suck at putting myself in position to use them like the Japanese. Or I panic and mess up. Right now I’m the guy that hits every shot in practice or during warm-ups but when coach puts me in the game I shoot airballs.
good advice you can just tap short and fierce punches back and forth to avoid ex or any combination you start to feel comfortable with but why wouldnt you want to ex hands into cr. jab into another ex hands its fun getting a 16 hit combo and if you just do normal hands end it with a RH the timing isnt hard on that at all
Isn’t it possible to link 2 sets of fierce hands (not EX)? I have been trying to do this but I am struggling.
yes. You have to understand how hands work though. fp HHS can be extended if you mash during the first 4 hits (which is bad because they almost always whiff). So in order to link fp HHS, fp HHS you have to mash five inputs after the 4th hit but before the seventh hit. The second hands only hit 5 times and whiffs the last two hits so it isn’t safe.
fp HHS, s.rh and fp HHS, fp HHS have the same damage. But what makes fp HHS, fp HHS good is when you have Super you can cancel after the fourth hit of second hands. This allows you to hit confirm you super off of a very safe move.
Hand, Hands xx super = triple head butt in damage.
I’m wondering, does anyone use 3x c. short -> headbutt ever? It was part of one of his trials but I found the timing of it to be really hard and I never use it.
Just do cr. shortx2, cr. jab, FP headbutt. it’s easier to link the jab off the short and it does more damage
Crazy new 1 frame link method jsut got found out and it makes the combo dragonite just posted easy mode.
http://forums.shoryuken.com/showthread.php?t=186686
What you do is press c.lk+c.lp, c.lk+c.lp, c.lp xx fp headbutt. When you do c.lk+c.lp you have to input the c.lk a tiny tiny moment sooner so that it counts as two inputs.
Beware tho that fp headbutt does not combo when canceled off c.lp @ max range. Learned that the hard way (fuck chun-li).
So it would look like :lp: :lp: :lp: :lp: :hp: - wait until 4 hits - :lp: :lp: :lp: :lp: :hp:?
just mash fierce punch after the 4th hit. you don’t need two use lp’s or pianos for the second HHS because your buffering during the last 3 hits of the first.
OMG I just learned that combo… LOL 464 damage youtube video soon!