Labwork: Tests, results, discoveries

so by definition WHY is cl.st.lk to super different from cr.lk to super? is just because of the frame data?
are you saying one is a link and one is a cancel?
for cl.st.lk to super thats pretty hard…for cr.lk to super is way easier but we execute them them differntly

Isn’t cr lk special/super cancel-able and st lk is not? I think that’s why

Actually they don’t even need to do that. Jab is +5 on hit and HP SRK is 3f so itcould be a cancel if they delayed the last jab or they could just say eff it and link it in a 3f gap.

cl.lk= can only link to super as it has no cancel properties but is +3 on hit
c.lk= can only cancel into super as it is only +1 on hit, so when used at the end of a chain can never lead into super(barring some hit box shenanigan that might exist somewhere that causes only one of the later active frames to connect) has super and special cancel properties. Can end a chain, but is the final one.
far.lk= can link into super, has no cancel properties except chain cancels

i was almost right

I see…

Opponent in corner, no jump-in: cl.st.mpxxlp hado>st.mpxxlp hado>st.mpxxmp palm
Works on: Sim, Dudley, Juri, Chun, Honda, Gouken, Abel, Sagat, Deejay, Yun, Yang, T. Hawk, and Makoto
Opponent in corner, no jump-in: cl.st.mpxxlp hado>st.mpxxlp hado>cr.hpxxlp hado
Works on:Sim, Dudley, Abel, Sagat, Deejay and Makoto
Also tried canceling the cr.hp with ex-palm but they can block it.

That’s a boat load of stun for no ex! I’m curious…did you test this on all the characters?

Updating my previous post (#306) with the chars I got the combos to work on. I will keep working with the combos because adding a jump-in allows the combos to work on more chars. For example I could not get either combo to work on Balrog but when I did dj.hp to start the combo I could land the second combo on him. And then other times starting from a jump-in allows for cl.st.mpxxhado>cl.st.mpxxhado to work like USSballsonchin said. And im not sure if that has any benefit or not. Because the few chars that it worked on that I tried, I don’t think you could follow up with a st.mp or cr.hp. And there are a few wierd cases that happens when you don’t do a jump-in. Like Honda you can land the cr.hp but the hado will not combo. And some chars you can land the second st.mp punch but hado or palm will not connect; think Guile was like this. I’m gonna keep labbing these and post what else I find over the next few days.

Nice!

Another combo I need try on the whole cast as well is the cross-up mk>cl.st.hk>sweep. You can tell when you have the frame advantage by looking at the second hit of the cl.st.hk. If you have the frame advantage the second hit will hit them in the crotch or lower depending on how tall they are. The golden sparks or whatever that appear when you hit the opponent looks the same if you do st.hk, like his leg of the second hit is 90 degrees out. Easy way to tell is try doing cl.st.hk>cr.hk on Ryu and then Chun-Li and pay attention to his foot. Won’t work on Ryu but it will with Chun. Then trying doing cross-up mk>cl.st.hk>sweep on Ryu and it will work granted you time the mk properly because it won’t work every time. I try to hit hit the opponent at the top of their head, so I don’t think it works if you hit too deep. Just something else I thought I would share since if you know what to look for you don’t have to memorize a list if you wanna try the cross-up mk>cl.st.hk>sweep in a match. I’ll try to post some videos later today.

^ I had given up on that and just stuck with the good ol’ easy cl mp sweep after crossups if I can’t pull a pain train

Agreed. Not too useful except it gives you 45 more damage,different spacing, and pushes them furher. Someone might find a good use for it like an unblockable set-up or something.

Opponent grounded, in corner: palm>fj.dg.hk or bj.dg.hk
Works on: Gief, T. hawk, Hakan
Opponent grounded, in corner: palm> nj.hp
Works on: T. Hawk

i think this is the one where in some cases we still need to hold forward before we sweep to make it work.

Honda: dj.hp>cl.hk>sweep only the 2nd hit lands making sweep possible when done right on top of his head

Vega: dj.mp(hits twice)>cl.hk>super ; 440dmg of you cancel first hit of cl hk, 517 dmg if you link super after the 2nd hit of cl hk.

IDK what strength of rekka fei used but in desperation of being chipped I fired off denjin after blocking the first one (churned as hard as I could lol) and it hit. News to me. Didn’t know if it had happened to anyone else yet. Not totally sure he didn’t mess up and leave a gap though. He says he didn’t but he was salty at the time.

Denjin have invulnerability, if he started the second hit of the rekka but left a frame gap for you to start Ultra 2, it will obviously hit him.

Generally though, he should be able to not leave any frame gap in between rekka on block. So he messed up.

Um. I’m pretty sure you can link super after cl.hk long as second hit connect for every character. You have about +6 after, and super is 3 frame, the range is more then enough.

PS: I have did this on everyone and so far can’t find one character that doesn’t work. However I didn’t do this on jump in. Is jump in different?

i think the amount of hits that connect may differ but I was really just happy to see something involving j.mp (2 hit version) doing so much damage, since j.mp doesnt hit twice on everyone. Also on guile j.mp looks to be especially beefier now like they changed the animation bit, and he seems to be the only one so far that it looks THAT cool when it hits him twice,

Also on jump in vs Sagat: j.mp(2hits)>cl.mp>far mp>cr.mp>? for like 286 dmg may also link to hk tatsu but is hella hard for me and I know it links to lk tatsu for 1 hit only as I recall.

I got to play takin flight last night. Too bad I was waaaayyy to drunk to do much properly but I saw him kongo the first hit of a denjin and let the rest pass through him. I guess you could only do that with the fast one. FYI besides one match he whooped my ass the other 3

For those that need a more tatsue in their BNB’s heres 1 for ya, go!:

dj.hp>cl.mp>cl.mp>far mp>HK tatsu or ex tatsu if HK tatsu dont work/reach due to reeling or gives about "357-369?"dmg and works on just about all the cast that you can hit with a 2nd cl.mp…on Rog it nets you 384dmg w no meter!

also Ive found that cl.mp>cl.hk so far wont link on ONI and DUDS as well as several others, this peculiar combo, on those whom it DOES work against is a great way to just staple em each time with pressure, fadc after first hk hit then throw apply KD pressure.

EDIT: cl.mp>cl.hk works on more folks than i thought and DOES work on Dud, have not confirmed ONI yet. for shoto’s it seems to be a frame trap , For some characters it is super easy to hit them with i.e. Seth and Ibuki. This is perhaps his MOST char specific combo IMO, even for those it DOESNT link cleanly on, it makes a hell of a frame trap and this is prob the most fun Ive had with the old fucker in the lab.

Off to the lab!