Have you messed around with setups if they don’t quick rise? Maybe there’s more room for s.hp meaties.
You can definitely cover both quickrise and normal rise timings, i’ve managed to do it manually and i am now in the process of searching for optimal auto timings. But the backroll option blows it up completely so i think that the best way to land it by far, is during an air reset.
Hey, fairly new to talking about Street fighter in a technical way
1 What’s the difference between linking into and chaining into
- What does OSing CC & target combos mean? Couldn’t find in any glossary
Is the max damage stun combo in the corner:
j. fp>TC2>hp srk/EX tatsu? (depending on meter)
Hey, fairly new to talking about Street fighter in a technical way
1 What’s the difference between linking into and chaining into
- What does OSing CC & target combos mean? Couldn’t find in any glossary
-
Certain moves have a property than allows you to cancel into other moves. Generally when you cancel from a normal to another normal (typically lights or target combos) this is referred to as a “chain”. You’ll see it denoted as " insert move here xx insert move here". The “xx” refers to the chain/cancel. If its something that increases in strength as you chain or has different frame data properties it’s usually referred to as a target combo in Street Fighter
-
OS (or option select) is a way to have the engine “select” a preferable option for you based on a given situation. As it relates to Ken, you can cancel most normals into his run v-skill. CC refers to crush counter-- a property that certain normals get when they counterhit. It usually results in some special reel property, but more importantly crush counters have extended hit-freeze (in layman’s terms the game slows down slightly when a crush counter occurs). This is key to Ken’s crush counter option select. Since the game “slows down” when a crush counter lands, there is a larger window to cancel into Ken’s v-skill. In fact, this window is so large that if you do the cancel late enough, Ken’s run will not come out (no increased hit-stop, so there is no increased window). If done correctly, you cancel into run on crush counter, but do not if the s.fp is blocked or just hits normally. All from the same sequence and timing of buttons.
Hope this clears things up
Hey, fairly new to talking about Street fighter in a technical way
1 What’s the difference between linking into and chaining into
- What does OSing CC & target combos mean? Couldn’t find in any glossary
Sorry about that, I’ll update the glossary now to help anybody in the future who doesn’t get it. The guy above did a great job of explaining ;p
Ken combos:
Non Vtrigger:
cLK, cLP xx HP DP 159 dmg/253 stun
sLP, TC xx HP DP 221 dmg/311 stun
cMP, TC xx HP DP 251 dmg/341 stun
cMP, TC xx HK tatsu 251 dmg/376 stun
cMP, TC xx EX tatsu 265 dmg/376 stuncMP, TC xx MK tatsu, Super 399 dmg/306 stun
sHP xx VS, LK tatsu, HP DP 207 dmg/320 stun
sHP xx VS, LK tatsu, EX DP 263 dmg/400 stunCounter Hit combos:
sHP xx VS, TC xx HP DP 287 dmg/421 stun
sHP xx VS, TC xx HK tatsu 287 dmg/456 stun
sHP xx VS, bMP xx Mk tatsu, EX DP 326 dmg/512 stun
sHP xx VS, sLP,bMP xx MK tatsu, EX DP 323 dmg/532 stunsHK xx VS, MK tatsu, HP DP 222 dmg/355 stun
sHK xx VS, MK tatsu, EX DP 318 dmg/475 stun
sHK xx VS, MK tatsu, Super 470 dmg/315 stunsHK, EX FB, HP DP (corner) 301 dmg/435 stun
sHK, LP DP, HP DP xx Super 457 dmg/310 stunV trigger activation combos:
sLP, bMP xx HP FB xx VT, sHK, LK tatsu, HP DP 278 dmg/448 stun
cMK xx EX FB xx VT, sHK, LK tatsu, HP DP 323 dmg/490 stunV Trigger ONLY combos:
cLK, CLP xx LK tatsu, LP DP, HP DP (corner) 259 dmg/388 stun
cLK, cLP xx LK tatsu, LP DP, EX DP (corner) 265 dmg/418 stun
cLK, cLP xx LK tatsu, HP DP 203 dmg/337 stun
cLK, cLP xx MK tatsu, EX DP 248 dmg/419 stun
cMP, bMP xx LK tatsu, HP DP 289 dmg/397 stun
cMP, bMP xx MK tatsu, EX DP 306 dmg/458 stunCounter Hit V trigger:
sHP xx VS, TC xx MK tatsu, EX DP 347 dmg/541 stun
sHP xx VS, TC xx LP DP, HP DP (corner) 369 dmg/511 stun
sHK, MK tatsu, HP DP (corner) 308 dmg/435 stun
sHK EX FB, HP DP (corner) 344 dmg/480 stun
Just a list of combos, was too lazy to go ahead and see if they were posted already, so here. :}
So there is good news and bad news on the st hp front. The good news are that after landing a sweep, dash -> st hp -> st lk -> st hp will land a meaty st hp if the opponent normal rises or quickrises. Timed well it will land both times at the last active frame too, which gives enough frame advantage for dash -> cr mp to be linkable on CC.
But the opponent can opt to delay quickrising which will make the st hp whiff completely. This delay window is short, so if you delay your st hp by a frame or two it will still land meaty enough to beat jabs and throws but you won’t get the maximum extra frame advantage required for new links. Still not a bad option.
Variations on a Tatsu combo
Starting with HP just for the sake of simplicity. Works great with cross up jMK cMK etc.
Damage/Stun after combo. Including jump in (jHK) in brackets
No V-trigger
0 bar: HP, Quick Step, L Tatsu, H DP 207/320 (274/435) [Has to start with sHP]
1 bar: HP, M Tatsu, EX DP 290/445 (347/545)
3 bar: HP, M Tatsu, Crit 442/285 (480/405)
V-Trigger
0 bar: HP, VT, HP, L Tatsu, H DP 311/466 (352/555)
1 bar: HP, FB, VT, HP, M Tatsu, EX DP 328/555 (370/627)
2 bar: HP, EX FB, VT, HP, M Tatsu, EX DP 359/585 (397/652)
3 bar: HP, FB, VT, HP, M Tatsu, Crit 423/465 (480/555)
In V-Trigger
0 bar: HP, L Tatsu, H DP 289/406 (346/510)
1 bar: HP, M Tatsu, EX DP 308/474 (363/571)
3 bar: HP, M Tatsu, Crit 460/330 (496/455)
Might not be anything new. I’m just trying to get used to fighting games again and these are some I came up with. It’s been awhile
You can do No V-Trigger variation with L Tatsu, H DP, but It’s unreliable. Works in corner, but other that that you’d have to start it with something like bMP for the DP to hit.
Using cHP instead of sHP gives you ~15 more damage
@VonAntero When starting with st hp, you can always connect an hp srk after an lk tatsu if you run cancel the hp into the tatsu instead of directly canceling the hp into tatsu.
@VonAntero When starting with st hp, you can always connect an hp srk after an lk tatsu if you run cancel the hp into the tatsu instead of directly canceling the hp into tatsu.
Oh nice, thanks. Updated the earlier post (0 bar No V-Trigger)
Need to learn about the Quick Step next.
Anyone have tips on lk > lp xx to dp? In Super I think I delayed the lp a bit to get the dp out, but that doesn’t seem to work in 5. I have no problems with the TCs. For example, cr.lk x cr.lp xx h.shoryuken, cr.mp > st.lk xx h.shoryuken . My dp comes out too late.
nm I got it but still a lot of misses.
Anyone have tips on lk > lp xx to dp? In Super I think I delayed the lp a bit to get the dp out, but that doesn’t seem to work in 5. I have no problems with the TCs. For example, cr.mp > st.lk xx m.tatsu or cr.mp > st.lk xx h.shoryuken. My dp or tatsu comes out too late.
lol nm I got it.
mind shedding some light on how you got it down? Seems like a systems quirk I don’t understand is interfering with my execution
Messing around with mk/rh tc xx f.Srk xx vacation xx fireball xx super, it’s tough timing the input to the fireball for some reason but it def connects
Cr.lk > cr.lp > dp.hp works ?
Man with v-trigger enabled and 1 bar in the corner Ken can get 344 damage combo
c.mp -> ex fireball -> lp srk -> hp srk.
Cr.lk > cr.lp > dp.hp works ?
Yes
Well, i go back to training ! Thanks a lot !
Cr.lk > cr.lp > dp.hp works ?
I posted in another thread about this. You can also use st.lp instead of cr.lp as it will also hit crouchers. It’s all up to preference but I find doing cr.lk>st.lpxxhp.srk to be easier because you can basically 2-in1 the inputs.
Like: cr.lk, forward+st.lp, QCF.hp will make canceling the st.lp much easier.
My jam for low mixup is cr.LK, st.LP, st.LK, f.DP. Works like a charm and puts you at a good distance if they block for some counter pokes.
I just do the classic start at down forward, input the short and the jab, wiggle the stick to down and then to downfoward, hit fierce if I see a connection.