If super won’t chip/kill it’s generally less meter efficient than a rfc combo or even a combo ending in dp fadc air throw.
In a simple whiff punish situation off of cr.mk you sacrifice 47 damage with rfc(in a 4 bar combo), but gain 290ish stun, and 100 meter midscreen. close to the corner this goes to 17, 322, 120, making it way more efficient with the primary loss being the hard knockdown.
RFC is also great in conjunction with u1 if you have the execution for it as you are able to rfc, u1, cr.hp/mp(while they are still grounded), then get your 2 hits off of the juggle state as normal.
That causes additional scaling does it not? The first few hits of the ultra do the normal scaling then the hits after your normal do 30% less. How much more damage does adding a normal do?
It’s not just that, it’s surprisingly strict in my experience. It is only possible after the second to last hit and you have to do it as soon as that hit connects or the rfc will drop.
It’s really not that difficult at all, just have to keep in mind which strength of hands you’re doing and just press RFC accordingly…
lp = on the third hit, mp = on the 5th hit, hp/ex = on the 7th hit
you can also eyeball the animation since the second to last hit looks different than the others.
I have been searching the forums all day but I really can’t find that video anymore with the crossup setups. I remember a while back seeing a video where Decapre could time the LK scramble crossup teleports in a way so reversal DP’s would whiff.
I find myself in a fair share of situations where I have full super and do cr mk xx hands xx super. Largely depends on my opponent’s tendencies and whether or not I’m put in situations where I want to use meter for EX moves or not.
I don’t understand the inputs for this character. I am not getting the anti-air ultra ever in the corner after connecting ex. ground smash and dp, even though I end the charge with up+back. The normal version is not even supposed to come out when you end it like that from time to time it happens even in neutral positions. Am I the only one getting this?
In case you’re unaware (and you are), the anti-air version of U2 and her Stinger got a charge nerf. 52 frames instead of 42. It was a mistake and it will be fixed at some point.
I’m sorry if this has been discussed to death, I just can’t comprehend how it can happen considering the inputs. Even if what you are saying is true, and it is of course, what kind of horribad coding results in the wrong ultra coming out? When you end the motion with up+back and get the grounded version, it is essentially the same as if I was using both ultras with Ryu and I would get the shoryuken one with three punches. I have my doubts as to how unintentional that can be, feels like someone is trolling me, but hopefully they can sort it out.
Honestly given how, let’s charitably call them, disorganized Capcom is I wouldn’t count on them actually ever “fixing” this. My money is on them waiting it out until people adjust to it and/or forget about it.