Yeah, the extra stun on the cr. FP is what makes it worth the effort. Also, using cr. MP instead makes the Criminal whiff sometimes.
Also, I wish I had a video for this, but… It’s possible to anti-air Zonk (normal, not necessarily EX) in the corner to combo into Ultra 1. Much less useful info, but cool all the same.
What’s cool about this is that sometimes I need just a little extra damage to KO, so I’ll do this just to finish off that last chunk of life. It also combos from anti-air HK Ruffian, EX Zonk, etc.
Yeah, if I had a good way to record I’d show you. Of course, I discovered this in-match versus a Seth. Maybe it was EX Zonk, but I seem to remember a few comments afterwards involving “What? This isn’t Marvel!” “Yeah it is bro, you can juggle anything!” So yeah, could be character specific.
Is rh ruffian/ex zonc fadc f.hk mk ruffian possible or is ex cu the only thing that can juggle.
also
Is f.mp then throw/cr.lk the most important frame trap. I don’t see a reason to use any of the other ones after a jump in. Occasionally I precede the trap with a couple of cr. jabs.
After heavy ruffian fadc you can also do neutral jump HP, heavy Criminal Upper, Zonk and EX Zonk. After EX Zonk fadc you can do another Zonk, but neutral jump HP will only land on characters who are juggled high up by the EX Zonk. If you juggle with Zonk you can follow up with EX Criminal Upper in the corner or U2 anywhere. Videos if you’d rather see them than read about them: http://www.youtube.com/playlist?list=PLA80F1DD27CF99E99
Yeah, I was just listing a few options. I meant to include nj HP after HK Ruffian FADC actually. The rest of those are ones you’ll almost never use, hard to pull off, have better options (i.e. Ex Zonk after a FADC HK Ruffian is not as good of a use of meter as F+HK > EX CU) or don’t do ideal damage. Only reason nj. HP is good after a HK Ruffian FADC is because it scores a hard knockdown.
Of course, they are good to know, but for someone who doesn’t know many or any…meh, who cares…now the list is complete
I knew of every followup other than mk ruffian b/c I’ve almost never seen it used and my question about the frame trap was whether I’d need any other ones because that one seems very usefull. Obviously other ones are necessary to keep your opponent guessing at higher level play but as basic pressure that one is pretty much all one needs no?
problem with using cr. LK as a frame trap is that unless LP CU is safe on block vs that character, you’d have to have some amazing reactions to do anything with the cr. LK. Unless you intention is just to nick a small bit of damage off with a CH cr. LK and nothing more.
But that’s a very small gap (the 2 frame gap using cr. LK). I’d suggest using cr. LP instead. At the very least, of cr. LP connects, you have time to follow up with a cr. LK xx whatever.
Yeah I only listed them because the OP wasn’t specific about practicality etc. nj.HP doesn’t give a hard knockdown btw, although I suppose it’s difficult to tech if you don’t see it coming!
And on the frame traps front, I agree with Ramma. Another reason not to rely on f.mp c.lk as your go to frame trap is that the damage potential from it is pretty low. If you make your opponent guess wrong then they either eat a throw or a CH c.lk xx lp CU, which is just about the minimum amount of damage Cody can do off a successfuly counter hit combo!
Yeah my only issue with that is if they have a 3 frame cr.short and its a 3 frame gap isn’t there a possibility of trading or even them beating me out?
That would depend on them hitting their crouch tech at the earliest possible frame (unlikely unless they are mashing rapidly in which you wouldn’t use this frame top anyway), hit vs hurt box and spacing.
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Best BnB combo
Best punish combo
It doesn’t matter how many bars uses, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super.
Also, if the same combo is used as bnb and for punish, then I list only 1.
For now, what I’ve found is:
cr Lp - cl Mp - cr Hp xx CU = 282 dmg
F+Mp - cl Mp - cr Hp xx H ruffian FADC - Crack Kick - Ex CU = 406 dmg
Something simple but a bit tricky to time is j Hk > st Hp > cr MP xx H CU. Don’t remember the amount of damage it does, but I believe it’s in the upper 300’s. If you’re looking for a bit more of a safer or stun building combo, I kinda like cr LP > cr LP > cr LP > cr LK xx M CU. Or just use cr MP xx H CU, depending on your preference. I found it a little easier to get the timing down for the LK, but that might just be me.
Sometimes I like ending with a M RK because it pushes well, especially if you’re close to corner it can put the opponent in a bad situation.
Well, I still wanted to post it! It’s fun to get peoples’ opinions on this kind of stuff, and this thread seemed dead. Might as well get some people trying to talk about it again.