Not that hard at all. Neutral JF(How about maybe ShinTenko, its not really a JF and all). The thing that’s off about it is cancelling into it from a normal can change the feel of the timing thanks to the buffer cancel from normal to the dash. So on your system, Easier than Gouken’s kara grab, harder/around the level of Kens Kara focus? just about ish.
Doing a JFL in neutral is easy as you can just plink it. In a combo there’s a bit of a delay but it isn’t that hard, just takes some practice
The main difficulty I found in doing it is finding a way to actually do the input that your fingers will be comfortable with.
For example, I tend to piano lights to get the launcher out, but that’s harder to do cleanly if I’m canceling it from a jab. So you will want to experiment with different ways to perform the input and pick one you’re comfortable with.
And yeah, when you’re doing the cancel from certain normals (fierces and especially low forward) the cancel timing is strange and you have to get used to doing that cancel with an unusual rhythm.
I do it as if it were a link since you can cancel into command dash pretty late, so with the same timing I would link something like cr. MP -> st. MP is the timing I’d go for something like st. MP or cr. MK -> JF Launcher.
So I was curious, anyone else found it odd Karin has only the single crush counter? After the original beta they went in hard on making sure everyone had at least one fierce and one roundhouse one. Or are there other characters with such anomalies that I missed?
Not only that but it’s a terrible CCH. Then again, she gets CCH damage on regular counterhit so it’s not really that needed. If you have about 1.2 bars of V Gauge you can just do CCH VS VTC Rekkas at least
Don’t know if you guys have seen this, but Floe has some good day 1 tech.
Yeah, was talking to a friend about it earlier and it confirmed my fears. Oh well, so much for OD vortex.
If you do run into any characters with only 4 frame normals, however, it’s still unspeakably good, lol. Poor Dhalsim.
[quote=“Shinkuu_Tatsumaki, post:1187, topic:176476”]
Don’t know if you guys have seen this, but Floe has some good day 1 tech.
[/quote]The crossup setup of QCB.LK is really good. It safejumps Roll, crosses up Quickrise and gives you bog-standard crossup on delayed wake.
Pretty much only activated v trigger on standing Hk or if they just ran to the other side of the screen. But I feel like a scrub because my BnB is exactly what he said not do. Really though I didn’t run across to many quick risers though.
I wouldn’t even confirm my V-Trigger activation. I would use it on a guess with a max-distance far.MP counterpoke, since that’s generally when your offensive mixup ends. The added advantage let’s you step in for another CH attempt.
I dont think cross up is always the best option. Its from one of the lowest dmg/stun enders and you lose any corner push you had. And the crossup setup is not completely safe. You cant safe jump 3f dps, so you cant safe jump Ryus EX dp for example. And if you time the jump to safe jump the back roll, then there is more time to catch you on the normal tech roll. From messing around with it, auto correct dps can happen often when you go for the crossup. There is kinda a way round that for some reversals like SRK, as you can time a non crossup jump so that you are right above them as it hits, and if they try to reversal SRK they will just whiff it straight past you. But for anything that doesn’t care about the attack coming from directly overhead - like EX SBK - then this doesn’t apply.
And since you cant hitconfirm from just the j.MK, after the crossup you have to commit to either doing the c.MP for the combo or going for the throw, since as soon as you hit that c.MP then the chance of a throw after that is drastically lower. I still think it will be a decent option, but i dont think it will be so good that it will be the only ender to use.
A lot of what you’re saying can be avoided by timing Floe’s setup slightly differently, and you still don’t sacrifice positioning should they choose to delay wakeup, nor do you put yourself in harms way if they do decide to quickrise with other options.
Also, pretty sure you can do two chained cr.LPs to confirm after crossup j.MK
Just came to say it’s fun seeing everyone post their post beta thoughts that resemble mine before our hands were on it. “Omg I appreciate day 1 momochis low forward into launcher whiff punishes seeing how awkward the timing is on normal cancels”. Also it’s not hard at all to confirm from a jump in without 5 million jabs. That’s something you had to do in all games before sf4, it’s called setting up your jump in to be safe from reversal and ambiguous to grant the possibility of a hit, so that you can see the hit and go straight into a combo, or see the block and go into a mix up or pressure.
If your train of thought is
Jump in > 2 jabs > (confirm into medium xx special or throw/frame trap)
Or
multiple meaty jabs > confirm
And not
Jump in > confirm
Single meaty button > confirm
Good luck in 5 or alpha or cvs2 or 3s
Comboing into instant launcher got way easier once I pianoed the punches. It’s because you enter the dash during hitstop and then the punch once hitstop is over that it’s a pain in the ass compared to JFL in neutral
https://www.youtube.com/watch?v=uDqPmueGzlU
https://www.youtube.com/watch?v=FacMJ6zEJmw
couple vids from r/StreetFighter
Wow, Cammy’s CA is 3 frames?! That’s nutty.
Even from full screen?
Cant be. s.MP into CA combos on standing but not on crouching.
At least on Karin vs Karin you can do the JFL -> VSkill safe jump with j.hp or j.hk if you are decent at timing (j.hp as easy as j.mk).