could someone explain to me the concept of the hit confirm/buffering? you’re supposed to input the SA after an initial hit and only if they walk into your hit will the SA confirm? Could someone explain this to me?
oh, and could someone explain to me how to s.mp > s.hp xx SAIII. It never connects.
hit confirm: actually confirming the hit(and reacting based on whether it has hit or not)
hitconfirmable moves/chains are moves/chains which a hit confirm situation always applies too.
buffering: You know when media player is streaming, it buffers a lot? It’s saving data to play at the moment it needs too. In 3s (and other games) you have something alike. You can input moves or part of your moves while the previous move is executing(in VF, it’s restricted to recovery, but that’s a different story). When a move can be canceled, the buffer will be executed immediately. So for example: if you enter c.MK qcf, qcf, HK,MK,LK (drum kicks) without pause, the super will come out as soon as the c.MK touches the opponent.
Links cannot be buffered like cancels, however, say you have s.MP, you can buffer the qcf,qcf motion during it’s execution and upon hitconfirm you can press(at proper timing) HK,MK,LK and you get the nice super.
s.MP,s.HP XX SAIII is a cancel, so you need to input it real quick. I myself often have problems doing this right, I get fireballs and other crap in the way. Instead I use s.MP,s.HP X LPHadouken XX SAIII, this is far more consistent and you gain another hitconfirm in the chain. Be sure however not to buffer the super before the hadouken comes out:P
What about mp > mp srk > sa3 instead of hp > mp srk > sa3 in guaranteed punishment situations? It seems to do the same damage and has the following advantages: 1) comes out faster 2) easier because of the extra negative edge of using the same button for the srk; to use hp, you must hold it down or risk negative-edging a hp srk 3) safer because if the mp hits close, the srk will always connect; srk will not always connect after close hp.
At least, these have been my observations.
HP gains more meter.
As for the hit inconsistency: HP© has more range than MP©, yet you need to be at MP© range for the combo to connect.
i like using the shinryuken more then the shinpu
hmmm, get a 100% success ratio for all combos doable by both SAs, try to play with both against a good player and tell me which one you prefer then:)
I know SA2 is real fun and all, but it simply can’t go up against the power that SA3 carries.
i kno what you mean but its gonna take me a while to find a good player out here im thinkin about hosting my own tournament out here
this thread is missing the most usefull combo in the game. close standing jab, far standing jabxxsuper. every ken should know this. Its super easy to execute too
I’d have to disagree. s.jab can easily go over crouching opponents, and aside from that I can’t really think of plausible situations where s.jab, s.jab xx SA would be better than other options Ken has such as c.short, c.short xx SA.
I would go so far as to say s.lp (x2) > sa3 is a really shitty combo.
Uh guys, he’s being sarcastic. Considering that it’s a link and cancelling a standing jab into a super must be insanely hard, you can tell he isn’t serious.
pfft hard for you maybe
pfft
I’m having trouble performing srk immediately after a dash, which I’ve seen people do for chip damage or after crossing up with EX tatsu. Using the second joystick tap as part of the srk motion always gives me hado, and tapping 3 times always delays the srk slightly. How are you guys doing this?
Three taps is the only way I get it to work. I originally thought two taps would make it come out, but that ended up being a fireball as you said. Generally though, I just mash forward a few times then do the SRK motion. :wonder:
I think it might be possible to buffer a shoryuken in the dash, so you’d just enter f,f,d,df,P without delays to get that.
EDIT: nope, it’s not possible by any means, the two forwards entered are consumed by the dash, so you need to buffer f,f,f,d,df,P for dash shoryuken.
Thanks, that’s useful info in that it means I can dash in and follow with EX hado (or cr.mk EX hado) and not worry about getting srk as I sometimes get when I simply walk forward and try it.
cr.short walk up throw.
Throw, throw.
empty jump, throw. Lol
First things first, this is your left and this is your right.
Ken’s kara-throw… useless? What do you guys think?