looking forward to trying out this character and these combos!
I am absolutely in love with her new ability to jump install specials off of jump cancel-able moves, I’ll post some crap up next time I get a chance to have my computer and console up at the same time.
Some ways to tag her in and get some hits.
[media=youtube]6QWVfX9ppVE[/media]
I put together a short video earlier today with lots of simple options following a couple of different anti-airs.
[media=youtube]FNSnMPS34XM[/media]
I spent some time messing with canceling back + mp into various command runs (like the sf4 anti-air stuff) and was only able to connect hits after the lk version. The hits, though, didn’t seem all that worthwhile, as the target generally fell out pretty soon thereafter preventing much else from being done.
Has anyone found anything worth using involving command run cancels from anti-airs (or anything else for that matter)?
You can also do b+mp, s.hk xx j.hk bullshit, dependent on distance.
Trial 17. Jesus Christ, how.
I’m stuck on it too got to it no problem then just can’t do it captain!
I’ve had the most success with repeating trial 17 by waiting until the final hit of target combo 6 connects, then inputting the entirety of yoroitoshi + the jump cancel. If I do it any earlier than that, like, timing the jump cancel to happen right as the final hit connects, I usually just get a backwards jump instead of the super.
so you input the jump after the super? could you tk it?
Yeah, just treat it exactly like a tk.
For those wondering which trial trial 17 was it is jf.:lk:xx:f::mk:, :lp::f::mp::df: :hk::f::hk::df::qcb::ub::lp::mp::hp:
The trick is in the timing of the super. The correct timing is when the game freezes as the second :hk: connects.
If you guys find doing the SJC super hard you can jump forward, :lk:, (pause) :f::mk: and do the ultra as you land and the trial will still complete.
*(if you do this you are a dirty cheater)
Once we get optimized combos sorted I’ll fix the first post up by the way (make it look nice)
Right now there is too much new material surfacing to make it worth it.
deep AA
back+mp (1-hit) -> qcf+lk -> close hk -> jc -> j. forward hk -> dp+hk (tag cancel for more damage)
Close punisher
mk -> ex dp+2k -> j. hp -> cr. hp -> [hp+hk] or [hcf, u+hp] or [qcb, u+mk]
How’d you get these numbers?
Brady guide + maths I’d imagine.
Idk the maths, I’d like to know.
Far HP has 10 startup, 4 active, 23 recovery, and is -7 on block. I’m not sure if recovery is additional to startup making the move actually 33 frames, or if it is 10 frames to come out with a hitbox, 4 frames of hitbox, and 9 frames of non hitbox.
If this means that block stun ends at frame 16 (23 - 7), meaning it has 6 frames of blockstun… which seems kinda weird tbh. If this was so, then canceling to LK dash (21 frames) would mean that you’d be -15. So I guess that’s not right.
If it’s actually 16 frames of block stun (10 startup, 4 active, and 23 after 4 active) then … ibuki would be out of recovery at frame 31 if immediately canceled to LK dash, and the opponent would be out of blockstun at frame 26.
So yeah idk lol
I did it by using a shoryuken reversal test. If lk dash is 21 frames and mk dash is 23 frames then that means if mk dash is not punishable by a reversal shoryuken (3 frame startup) on block then it has to be at least -2 on block, which means that lk dash would be zero being 2 frames faster. Furthermore on hit if HK dash is not punishable by reversal shoryuken then the move has to be at least -2 on hit which makes lk dash 4 frames faster at +2 (although you pop up from backhand).
I made a mistake although I am not sure how. TC4 x lk dash is -1 on block and +2 on hit. Backhand is also either -1 on block or -2 on block since reversal shoryuken does NOT hit after backhand x lk dash. Maybe I thought he was doing a reversal on one of the tests and it wasn’t a reversal for one of them by accident.
I noticed that the EX Kazegiri into Jump-Ins combos don’t work on crouching opponents. Tested on Kazuya and Heihachi so dunno if it’s character specific.
Yes I mentioned that earlier. I found that to happen on Ryu so I assume that is the case for most the case. It doesn’t matter if you force them to stand or not during TC4 for example.
Some more combos:
Meterless
- (Cammy) s.:hk: xx JC xx TKCS :hk: > s.:hp: > fs.:hp: > :hp::hk: (Ibuki) s.:hk: xx JC > j.:hk: > land > :hp: Raida (430 Damage)
2 Meters:
- (Corner) cr.:lk: > cr.:lk: > cr.:lp: > :f::lk: xx :lk: Kazegiri > Super (346 Damage)
- (Corner) cr.:lk: > cr.:lk: > cr.:lk: > :f::lk: xx :lk: Kazegiri > Super (346 Damage)
- j.:hp: > TC4 xx :hk: Tsumuji (2 Hits) > Super (475 Damage)
3 Meters:
- (Corner-Opponent Crouching) TC4 xx JC (Forward) xx EX Kunai > land > Super (462 Damage)