Goofy and unsafe, but it might catch someone every once in a while, and the reward for doing it with your back to the corner is pretty good actually. Good stuff.
Something I’ve been doing lately after landing a successful V-reversal is immediately cr. MP, it counter-hits most buttons. You can hit confirm the CH cr.MP into CA as long as you are within sweep range.
Would anyone be interested in a video with all of the after hp.dp with run > button for every character and whatnot? I feel like doing it if needed but I don’t know if it’s really useful it’s pretty straight forward.
EDIT : nevermind it would be super long and boring as a video, I’ll make for one character.
I don’t think I’ve seen anyone mention 2LP, 5LP, 5LK yet. Works on both crouch and stand, and combos into M Tatsu, giving you good positioning on the opponent’s wakeup. Also combos into H DP for a bit of extra damage, or EX Tatsu if you want to spend the meter, but you lose the positioning. Furthermore, you can use EX Hadouken and cancel into V-Trigger.
EDIT: Regarding the first combo, if the opponent quick rises I think you’re able to decide between crossing up with 8MK, and hitting from the front with 8HP.
Does any of you guys have a safe jump or whatever setup against Ryu/Ken shoryus? The setup I use with the run is pretty ass on them since it blows up only some of the DP.
Note that on the shorter CC combos you can add in an extra 5LP before the 4MP for a bit of extra damage. 5LP is also good for a bit of hit confirmation after a jumpin, if you wouldn’t be close enough for 2MP to work.
crouch jab into standing jab is a chain, meaning you cancel the recovery to go into the next jab. +3 on hit just means after recovery is applied without any sort of canceling.
Does standing short xx Hadouken combo at all ranges in v-trigger? I didn’t know the range becomes better on it’s initial frames.
you can special cancel rapid fire moves in this game. bizarre change.
this means in practice you have the same amount of time to reaction confirm c.lk c.lp xx SRK and c.mp, link SRK
but the ideal confirm is s.LP b+MP, FP xx RH tatsu for sure. s.LP low pushback means you get an airtight (except vs reversal) throw setup/ideal frame trap opportunity.
s.LP guard advantage +2, throw 5 frame startup = 3 frame gap, throw setup - throws beat normals so they either have to tech or avoid the throw. If they jump out of the throw you can punish them on the way back down with DP, s.MK, EX tatsu, etc.
s.LP +2 on block, b+MP 4 frame startup = 2 frame gap. Stuffs 3 frame anything, will only lose to invincible reversals. This will stuff SPD and is also safe from SPD on block since it looks like it now has 3f startup
if they start delaying their button press to OS block against the airtight trap, either start throwing them or go
s.LP c.MP = 3 frame gap, on CH confirm with c.MP c.MP xx mk tatsu. Should crush jab out attempts, beats throw.
s.LP s.MP = 5 frame gap, on CH confirm with s.MP c.MP xx mk tatsu. Loses to throw.
s.LP s.FP = 7 frame gap, you can fish for the v-run combo or just link a s.LK or c.MP after. Hail mary type option.
all the above combos work with s.LK xx SRK or tatsu too but Ken’s c.MP is boss and almost always connects. much more damage that way.
unfortunately Ken lost the b+MP b+MP stuff that he had in beta, now he has no links afterwards even on counterhit so you have to go to b+MP FP xx something. If you messed up the b+MP, FP confirm (which is difficult and is not a go-to option even for momochi) cancel to hadouken to make yourself safer on block if you screwed up. you can’t press any buttons after a blocked hado and can be punished by some characters. EX hado I believe you actually have slight frame advantage and can try one more frame trap.
I am no frame data wizard but I believe since normal hit FP xx v-run, 3 frame move (LP SRK or LK tatsu) works and FP hitstun appears to be 25 frames (s.FP +5 on hit if it lands on first active frame - add 1 for the 2nd and unused active frame, 19 for recovery and 5 left over gives you 25) that means v-run is 22 frames long.
This means v-run cancel on block makes:
s.FP -5 instead of -3
c.MP -7 instead of +1
c.RH -10 instead of -12
so enjoy v-run bullshit while it still works because it is not safe at all and above the threshold to be easily reacted to even by somebody not expecting it (~250ms reaction time typical for fighting games is equivalent to 15 frames). best just remove that gimmick from your game now and build up some real fundamentals
s.RH xx v-run appears to be -1 so if you just have to v-run in, do that. However, it looks like the v-run has different properties when canceled off of s.RH so this may not be true and it doesn’t feel like you are that safe after s.RH xx v-run in practice.
on crush counter it appears like you get much more hitstun on your s.FP but actually only get 1 more frame, but that extra frame makes the b+MP link possible after s.FP xx v-run.
It’s actually -9 ;U Not a single normal is safe to v-run cancel, so it’s all one big gimmick that’s only really useful for crush counter combos. But then again, the crush counter combos were designed with the v-run in mind, and really just adds one more layer of execution where other characters can combo off of their crush counters without having to confirm into a v-skill, making theirs a lot easier to confirm, since we have to actually cancel ours into an unsafe move. Luckily the crush counter flash makes it easier to hit confirm, but it just sucks that if I land a lucky crush counter with say, Nash or Ryu, I can easily just do my grab or a quick shoryuken, but if I landed a crush counter with Ken without expecting it, I can’t do any damage because I didn’t already commit to the v-skill.