I’m having a hard time getting the two bomb setup to cross up consistently.
Starter xx Kunai xx VTC, s.HPxxMK-Kazigiri (bomb explodes) lk-dash, EX(HP+LP) Kunai xx VTC, dash, f.HK, mk-dash (2nd bomb explodes)
The second bomb should go off when I’m on the opposite side and cross up but it only crosses up one out of every ten I’d say. Should I be doing something different to make it happen with less strict timing (different kazigiri or regular dash instead of command dash)? Is the above combo correct and I just need to practice it more?
Sorry if I missed the discussion earlier: is there a reason why you choose to cancel the st.HP into MK Kazekiri in the V-Trigger cancel combos? I’ve always been using HK Kazekiri.
It looks like: HP Kunai xx V-Trigger (neutral), st.HP xx HK/MK Kazekiri, HK Kasumigake xx Air LP Kunai, EX Kunai (LP+HP) xx V-Trigger (neutral), HK Kasumigake, j.HP xx j.HK, Raida. I keep dropping it at the j.HP.
Positioning when you do MK version instead of HK is much more consistent for doing any follow up really. Especially the double bomb reset. Since damage/stun is exactly the same, I don’t see why you would ever wanna use HK DP.
Is there a good follow up to a max range cr.mk v trigger cancel? Sometimes I can just do cr.mp xx DP or fwd.hk and the bomb will connect but sometimes they recover before the bomb and I’m not sure why.
Also what are the best follow ups to a raw bomb hit? (If you land one of those cross up resets or throw otgs.) I’ve been trying for b.MP, air kunai, EX DP if I have the stock.
I did some expanding on this tech, with a little damage optimization and showing options if they don’t quick rise.
Using lp Kunai release, you can ensure that all available Kunai hit, netting more damage with no additional damage scaling.
If they don’t quick rise and block the mixup, I believe the bomb detonation makes you plus enough to continue pressure.
If they don’t quick rise and you mistime the meaty and they throw out a button, Sometimes the bomb detonation will catch them and you can still proceed with the combo. (Not included in the video, but the 9/10 times I mistimed it making this video is good enough for me.)
Sorry if this is kind of a dumb question, but I’m relatively new to SF and traditional fighters in general, so I figured I’d ask. I was working on some anti-air combos and maximizing v-meter gain off of an anti-air, which lead me to try crush counter HK->c.HP (you have to wait and make it hit when they’re low to the ground) xx LP-MP ex-Kunai->walk forward slightly v-skill. It seems like it combos to me, but the attack stats show the combo resetting as soon as the kunai explosion hits (so 2 separate 2-hit combos). Is the dummy actually recovering and landing before the kunai explodes and knocks them into the air again, or is it an actual juggle?
If so, it’s a pretty nice way to get ~80-85% of a v-bar off of an anti-air, but I feel like it doesn’t actually work.
No it’s not a combo. Cr.HP forces a standing state. For future reference, in training mode set the dummy to guard after first hit… if the dummy guards before the combo is over, it’s not a true combo.
Ok, think I confused myself there because I believed it was hitting airborne so they were still in a state that they couldn’t block, regardless of whether or not block after first hit was on.
Regardless, I did find a similar version that actually does work:
cc. HK -> b.MP (first hit only) xx ex. LP+MP Kunai -> fully charged tenrai (232/388, ~80% of a v meter)
Same sequence actually works on any crush counter, although I’m pretty sure there’s more optimal stuff to do from a grounded HK.
Are there any second bomb combos? Best I can get to is sthp, ex kunai, vtrigger, lk srk, bomb lands, then nothing seems to juggle… only jump hp juggles