If you asked in the Q and A thread, we could have told you. But just so you know, that method of buffering part of the super jump during the target combo pretty much only works with target combos. When you try to do stuff like cr.HP xx SJC U2 or st.MK xx SJC U2, you’ll be forced to learn the standard method anyways.
It’s because those values are from Super (quite old). Since AE her damage was nerfed and even in 2012 nobody (the op) has bothered to change it. If you want more accurate damage/stun/meter values, you can use my Ibuki calculator: http://www.ibukicalculator7.com/IbukiCalculator.html
Obviously female voice is the way to go. Anyways I think these are kind of pointless, unless your plan is to like replay them over 9000 times during your sleep or something.
I was thinking a cool way to practice combos when you’re not at a nearby console is to hook up some buttons or sanwa buttons to an Arduino and configure it to tell you if you timed your combo or buttons correctly. Like maybe lighting a green LED or something and then a red LED if you fail.
Future project for nerdy engineers like me, whenever I get the free time.
Those are most definitely useful izuna, the only thing that may be confusing for people is that your joystick obviously clicks and so after the first 3 inputs of cr.lp, cr.lp, st.mk in the first video - the input of the st.mk into the tsumuji all sounds as one quick button pressing. Not sure if there is a way to distinguish between the buttons and joystick. I personally can tell the difference, i’m just thinking in terms of someone who has just picked up the game and has decided to use these audio sample to learn their very first BnB combo.
LMAO that’s where I got the idea from. That’s what my friend told me they did to learn a combo.
Like an Nintendo 3DS?
Problem can be solved by using my bro’s Virtua Stick High Grade. I’m banging on the buttons pretty hard but so long as it’s a good idea, I’ll be doing this in my Mom’s studio so there’s no noise.
Found out something very interesting from my friend who attends Oxford University. This idea of learning the timing of something through sound is actually how’s it’s normally done. I couldn’t really understand everything he said, but apparently when you’re training, your mind will remember the tempo/timing of the sounds and your mind goes over them as you sleep.
So in tern, just before bed, practice your combos! It would help if you have a loud controller and not go by the sound of your system in case if lag differences. It seems the average Home Theatre set-up has like ~30ms of lag, which is nearly 2-frames.
Hey, so cr. HP sjc mfadc st. LP connects on counter hit. Thats worth knowing, right?
Heres another thought- Wouldn’t ibuki technically have an infinite combo if theres some character with the proper reel hitboxes to make her standing jab hit on the 2nd active frame? Because then her jab would leave her at +9 and her cr. HP is +9… which you can sjc into instant MP kunai and do another 2nd frame jab…?
meterless fadc. I’m gonna play around with scripts this weekend and see if i can’t find someone who I can infinite combo, I’ll be sure to post it up if I find it.
Yeah, this is just combo video stuff. Cr. HP to instant kunai (any kind) doesn’t work on abel, cody, dudley, gouken, guile, guy, rufus, sagat, seth or t.hawk though, but you’d still be better tsumuji looping them. I mostly use cr. hp to instant kunai… okay… no, i don’t, because i don’t *actually *use it in fights (yet!), anyway I would use cr. HP to instant kunai to follow up jumpin or crossup tc3 get close enough to follow into tsumuji loop since a lot of the time it feels like whenever i do a jumpin I’m too far to loop properly.
Edit- its possible on cody and dudley just the consistency and spacing needed to make it connect isn’t worth it.
1 - Can anybody do the cr.HP - SJ instant air Kunai with a full Super bar charged?
2 - @soulsynapse:
Oh man, thanks for this list.
I’ll have to try it, but as you probably already know, the corner combo EX Tsumuji - Kazegiri FADC cr.HP jump kunai does NOT work on these characters.
And, if you happen to do cr.HP - jump [any normal], it’ll end-up on a “fully blockable” situation (eg. whatever direction your opponent inputs, he’ll block it. The exact opposite of an unblockable).
If your list is compatible with the corner situation, this would mean we DON’T have to use this combo against these characters. I’ll have to try it =)
I think it works on Cody,
The usual reason super comes out is because you go from :db: to :qcf::uf: to get your super jump. Instead you should try to get your input as clean as possible, looking like :db::uf:. If anything you should at least input the :uf: during the cr.HP animation so that the super has less time to buffer your previous motions, and thus being less likely to accidentally come out.
Correct me if I’m wrong, but I just did 2 combos that appeared to work as long as the first attack is meaty.
cr.MP, st.mk
cr.mk, st.mk
Do these actually work? If so, any idea how difficult they are to pull off? I can’t really land it with much consistency, but it seems to work every so often. Not entirely sure if a CH is needed for it.
cr.Forward into st.Forward is a 1-frame link, works on counter-hit or meaty.
cr.Strong, st.Forward should be replaces with cr.Strong, st.Jab as this doesn’t require a counter-hit or meaty, and is easier to do also hit-conformable into a special. Is a 1-frame link without CH or ME-T.
For the purposes of the guide… for clarity sake… Seems this is aimed for new players, maybe stick with LP MP HP LK MK HK. It falls in-line with most other fighters and easier to undestand as you have 3 buttons on your controller and yeah, LP MP HP is chronological in terms of power etc etc. Not really getting my point across but i think you get the idea. For noobs, who know nothing, LP MP HP is gonna make more sense. Even now i still find myself having to think “hmm short, now which one is that again?”