hmm I guess its a error no one corrected on the frame data on guy’s cr.hk shoryuken and eventhubs both have it as -3 on hit after the frames it trips. Guy should go under fireballs like elena with Cr.hk and he shouldn’t be getting grab on the start up of bushin flip air(airbone on 7th frame SMH).
That;s at when you hit at the first active frame where it wont knockdown. Not at max.
I see, makes more sense thx for the help with that.
Japanese American ninja that wears sneakers. He’s just awesome.
Just came back from a mass tournament at Gaming Underground. I got 3rd I could have taken first but Weaksauce went Honda after I was up 2-1. Then I lost to a Fei, Zaf (Zbones) 3-2 I made mistakes in that match which cost me.
On a related term towards AE, I’m sure some of you have noticed I haven’t been active really or even on Xbox lately. I was actually robbed recently and the only things taken were my friends Xbox (one I used) and my broken laptop. It’ll be a while before I can start up again unless I can get a new PSU to possibly play AE online.
Until then folks.
Am happy to hear ur safe and congratulations on 3rd place.
Just found out some characters have those wide hit animations like Cammy and Makoto.
So you can link cr HP -> TC against Dudley, Honda, Zangief, Hawk, Cammy, Makoto, Juri and Dee Jay.
The first six in that list can also be hit by cl HK -> cr MP -> TC, though this seems to be harder on Honda, and for Gief Hawk, you’d want to do the other char specific combo instead.
Sagat, Hakan and Gouken can also be hit by cr HP -> TC but only if you start off with a close jump attack (neutral jump works too).
On an unrelated note, I think EX Neck Flip is great against players who will focus a lot. Regular version will only hit once if you throw it from mid range, but EX will do both hits even at this same range. Counter hit also occur, so you can link Bushin chain or cr LK into combo. Lots of stun damage too.
You can get it on Sagat,with cr.HP > TC if you delay the TC without the jumpin.
Actually I can list from my memory who gets hit by what
Cl.HK, St.Hp St.mp (Some may require a jumpin or delayed cl.hk from a focus crumple)
Gief, Seth*, Rog*, Cammy*, Sim, Guy, Sagat, Hawk, Deejay. Gouken, Abel*, Blanka
Cr.HP -> TC (some may require a jumpin)
Guy, Chun, Juri, Cammy, Dudley, Honda, Gief, Hawk, Makoto, Juri, Deejay, Sagat, Hakan*, Gouken*,
Character Specific Corner Combo
Cl.HK St.HP. St.mp, Ex Hozanto > Ex Hozanto. (NO FADC)
Only works on Deejay, Balrog, Sim and Cammy.
Cr.HP, TC EX Hozanto> EX Hozanto
Juri only
Requires a bit of execution but the combos are very viable especially if you land a jump in, the First one will merit 850 stun with a Jump in (900 on CH)
Thanks for clarifying. Wow Cammy and Abel can also be hit by the big bad combo? I will have to try this again. I believe Blanka also can be hit.
Blanka does indeed get hit by it. I have a combo to add as well
Whoa great update, more things to add to my notes Thanks Blooddrunk
Two EX hozantos sounds really cool
I’d opt for EX tatsu juggle over a 2nd EX hozanto. Unless you know for sure you will time it correctly and it will cause dizzy. Otherwise the 3 hit EX tatsu juggle will do 150 damage. I would prioritise higher damage and easier execution over 50 more stun any day.
But I admit, 2 x EX hozanto without FADC is stylish as hell!
I noticed an error, 850 stun not 900 (that only comes with a Counterhit)
The trade off though with that combo is if you get a forward throw, everyone that is hit by that combo is stunned. It does 454 on damage.
While EX tatsu gives you 469 for damage and 825 for stun. I lose the option to getting throw for stun on some of the people which is a burden of its own Plus since the trade off on damage isn’t so great I’m better off doing HK tastu instead saving the meter but getting the same amount of stun. The EX Hozanto would get me style points but I just like having my options there for me. If I’m not close enough for HK or EX tatsu I have that option.
Granted if I land the combo without a jumpin then its just going to end with a HK tatsu. The jump in makes a much larger difference since without one I’d only reach 710 with tatsu and 740 with EX hozanto
guy vs gief is absolutely ridiculously hard if the gief gets the life lead and turtles which most giefs never do, which is why it looks like a fair matchup lol. you have absolutely nothing non-risky against well placed standing mp and you absolutely can’t jump or do any of your usual pressure options! after he got beat by combofiend, flashmetroid studied the matchup and plays it a lot smarter. while i can beat the other decent gief players in my area because they go in (guy has the normals to deal with gief trying to get in), but a more patient footsies based gief like his forces you to come to him where you have to take a lot of risks to get anything started
Still have yet to be eliminated by a Gief. I hope that day never comes.
How do you deal with Ibuki in general? As of now, it’s the hardest match-up for me. It seems like most of her cross-ups are ambiguous and I keep getting sucked into her vortex.

How do you deal with Ibuki in general? As of now, it’s the hardest match-up for me. It seems like most of her cross-ups are ambiguous and I keep getting sucked into her vortex.
Hmm this is kinda hard to say(for me) this match up I follow certain rules. 1)don’t stand much in a range I can’t react to her ex Neck Breaker, her overhead is slow so standing reaction is not too hard.2)safe jump her to death if she lacks U1 but, respect her reversal during close to stun.3)Poke her with max range far St.mp/mk and slowly chip her.3)Anti-air with your normals over meter usage(if you can)4)Don’t get knockdown and if its a non hard knockdown don’t quick rise if she is jumping alot. Extra stuff you can do if you have meter you can ex run during the last low hit of her and also on your wake against Dagger Toss vortex beware that there is a OS against this and she could land in front of you and she can stop her ex kicks. btw she lacks a 3 frame Cr.low which guy has + you can OS her back dash on reaction from Cr.lk.
Vortex is dependent on her placement of where the Kunai is thrown. Similar to divekicks where its a crossup or not. Just go into training mode and test it out. Then grab visual memory. I know its a small difference, if she’s still in front of your head when throwing it, likely going to land in front, if she’s slightly on top of you or behind you it’ll be a cross up…
little secret about the ibuki vortex. Back dash every single one. she cant os for this and the invincibility frames of the backdash gets you away from it. lets get rid of cheap gimmicks yall.
Doesnt neckbreaker os catch backdashes?
Anyway, one common setup Ive seen Ibuki do is forward throw -> back+mp -> kunai. This one never seemed to cross up.