In the corner if I ultra throw I actually do St.mp, wait Ex UT. It lets me visually see if they did anything instead of trying to catch them beforehand.
i was just going through this thread and saw this. i haven’t been doing ddmk to corpse hop, haven’t even tried to see if that works tbh. sounds like vulcan couldn’t get it to work, but i’ll try to see if it works on any characters when i get a chance. all i’ve been doing is lk lariat, dash, jump over. i like the idea of lk backbreaker over, i’ll have to see which gives more frame advantage i guess.
If you need to do a max damage punish with hugo (e.g against a stunned opponent), the best I can find (apart from the few characters you can do super->ultra against) is level 3 red focus, hp clap, ex clap, ex clap, ultra 2. A little under 700 damage midscreen, but it does use all your super and ultra.
It’s kinda weird but MK Backbreaker actually recovers quicker than LK Backbreaker. But it puts you a bit further away. With LK BB you only have time for a meaty L or M Clap. But with MK BB you can do H Clap.
I like LK BB, only thing I don’t like about it is its recovery. I find it hard to time anything afterwards like a cr.lk or a Clap.
btw while I was playing around with the corner UT to lariat KD I found some pretty nice setups. Some corner only, some midscreen. I will try to post a vid about it tomorrow…
All this UT talk got me into looking for what we could do if we’re in the corner and UT since it leaves you too far for Clap backbreaker if you have no meter. Found out you can do F+HP, Whiff BB and be on the otherside with plenty of time.
When you UTbout of the corner (full screen UT) you can juggle with mp clap…
though i dont know if you can follow up with lk bb, maybe lk lariat
is able to at least knock down?
ALSO: UT , lp clap, lk bb does ~288 dmg if i remember correctly.
UT, hk bb does 280.
If you’re not sure clap will hit, just hk backbreaker afterwards. It’s almost the same damage.
Which brings me to the following question:
Is UT, LP Clap, Lk Backbreaker really the best option?? Tried it with mk/hk bb afterwards but those dont seem to grab properly… Any advice on that?
One of the main reasons to do the clap into BB is for the meter. If you are using EX UT for the range, you build back a substantial amount of bar with clap -> BB
My thought was basically I still want them to be closer to the corner than midscreen unless I really want the damage. You can do MP Clap, Ex BB if I really want a lot of damage
kara UT = hcb lp~lk , so basically do the HCB and hit lp ( so a light clap will start ) then you press lk to cancel the clap startup into the Ultra Throw. The timing is a little tough, you want to try and plink without actually plinking lp/lk. You can also do this into EX UT using KK instead of lk
The following one punish into one reset stuns Ryu and leaves him with like 3% life. I dunno exactly how much because damage reduction via guts comes into play and that gets a little messy.
hp clap, mp clap, ex clap, lp clap, cr lp, cr lp, cr lp; ex wall throw, ex clap, ex clap to stun (with 739 total damage, 1015 stun), and follow up with wall throw, lp clap, u2
Instead of that combo after the stun, you can also do lv3 focus, hp clap, mp clap, lp clap, cr lp xx lk lariat to leave him with about 4% life but meanwhile you’ve built up an entire bar of meter again heh.
The ex wall throw in the middle has to be the lp palm kara cancel ex wall throw thing to give yourself the extra range you need.
Here’s a little snippet of my notes, I really like these setups!
A) Clap timings: Is there a single clap timing after a knockdown such that mp clap recovers before the opponent can block/reversal but hp clap hits meaty?
–1) Lariat ground knockdown: whiff cr mk then mp clap to whiff, hp to hit
–2) SPD: mp clap whiff, hp clap hit
–3) Backbreaker: whiff st mp then mp clap to whiff, hp clap to hit
–4) Meatsquasher: dash toward, dash back, wait a tick, then mp clap to whiff, hp to hit
–5) Cr mk: dash then mp clap to whiff, hp to hit
–6) Cr hp: dash then mp clap to whiff, hp to hit
–7) Cr hk: immediate mp clap to whiff, hp to hit
–6) Toward grab: toward dash, whiff st mp, then mp clap to whiff, hp to hit
–7) Back grab: toward dash, toward dash, then mp clap to whiff, hp to hit
–8) Ultra 1: wait a tick, then mp clap to whiff, hp to hit
–9) Ultra 2: none
–10) Corner ultra throw, juggle lariat: mk backbreaker to escape corner, mp clap to whiff, hp to hit
Imo these are super super useful for creating believable pressure after knockdowns. The opponent always sees the same setup into clap windup, but can’t know whether you’re going to actually hit them meaty or whiff into ultra throw or wait, or whether their wakeup dp will hit or whiff/get blocked (shorter range ones can whiff, meaning no fadc!), costing them between 200 and 700 life.
For Lariat you can also Jump Forward or Dashx2. Jump Forward has the added benefit occasionally of switching sides if you Lariat’d close enough, which can help give positional advantage.
And just note, for SPD, if you HP Clap juuuust right, it’ll whiff, so you can’t be too perfect on the timing.
Not to mention, you can OS the HP Claps to Backbreaker/U2 to catch most characters’ backdash, which looks sick.
c.MK Dash MP Clap is safe to 3f Reversals when timed properly.
all of them recover in time to block 3f reversals if you’re doing them right. i didn’t test v 2f supers. also, mp clap has fewer total frames of animation than lp clap, which is why i use it to time whiffs.