Very rarely will you get 3 lights considering you have to be really close initially. More often than not, you’ll get 2 lights off before your mediums whiff. Walking forward is an option of course, but you’re still within the range of most character’s sweeps and forwards. If you don’t block, you get hit/whiff punished.
I’m talking about it because it was something I did consistently all weekend. Several strings would connect 3 lights, but you can’t just crouch jab.
But even if you are in range of most characters sweeps and low forwards, if your opponent is intent on pressing them you can stick out a button in front of them and buffer EX Tatsu. If they press a button they will move their hurt box forward and get hit.
Also if they are fine with blocking you can dash or walk forward to recover some ground.
My favorite 3 hit string was cr.lk, st.lp, st.lk… Easy to confirm and on block puts at a good range for st.mk for more pressure, or whiff punishing with st.lk xx.
I ended up abandoning the footsie game against most opponents in favor of just jumping all over them because of how annoying it was to get outspaced like that. Your suggestions worked against the players who knew what they were doing, though.
Flashy combo I found:
j.HK, st.HP xx V-Skill, cr.LP xx EX Hadouken xx V-Trigger, cr.MP, b+MP>HP xx HP Shoryuken, EX Shoryuken.
can someone please teach me how to do vtrigger sthp vrun crmp?
I read sol’s tip of spacing it right and doing it much early, but i simply cannot get it down consistently. I realize im doing something wrong fundamentally. can someone take the time to explain this again? thanks.
If it’s that much trouble then I wouldn’t stress about it at the moment. For all we know that link might be easier in the next build. You could do what Froztey mentioned and just go straight in target combo. You could also do run and link cr.lp xx lk.tatsu > hp.srk aftetwards. Just do whatever is practical for you at the moment.
you have to be point blank for b+mp confirms so those can’t be your go-to combo… v-trigger cross up air tatsu straight into c.hp is not a hit confirm, isn’t safe either
s.rh crush counter is good but since you have to do the v-run so early, you can get punished bad on block
I don’t know why he told you to space it because that doesn’t make a difference
You can work your way up to it. c.lp link is easy, b+mp is a little harder, c.mp still isn’t as hard as links in SF4 could be. if you want to try a really hard one as practice go for v-trigger, s.fp crush counter v-run c.fp
After the dp rather than go into ex dp can you not connect a super? looks like there’s both time and space, does kens super fluff on airborn opponents?
Gives more hitstun and active frames on his air hurricane, DP’s recover quicker, only V-trigger that can cancel specials giving you FADC type combo’s, adds fire properties to all of his specials, and his fireball knockdown on hit plus some new properties I think. His V-trigger is really good. V-skill … eh … less so.