Labwork: Tests, results, discoveries

you can kara kongo the slow one too

Sorry for the late question, but could you translate the OS in the beginning of the video? It looks like a backdash/tech/focus… lol what are the inputs?

They are right there on the screen lol.

back > grab/focus > back

The inputs displayed are from the yellow Gouken trying to grab or sweep.
You do either grab or focus right? Not the two…

You are hitting four buttons;lk + lp + mk + mp all at the same time while hitting the first motion of the back dash. Then, complete the dash. Pretty easy actually.

Awesome. Tks

For hit confirming… Cl. st. mp > far st. mp > cr. lk > EX Tatsu works on Opponents with Big Hittable Boxes. (Gouken, Sagat, Seth. etc.) Doesn’t work on Balrog though since he has that quirky animation that causes him to reel back. I didn’t check to see if it would work on the opponent crouching or not but it didn’t look as if it would when I tried. Everything lands but the EX Tatsu on smaller characters.

On another note. Lp palm is a sweet frame trap.

First of all… we need to lab it up big homie…

Ive been noticing on most characters the “reeling back” animation can allow for at least 1 more far mp on multitude of the cast, additionally where ex tatsu misses , hk tatsu will confirm from a 2nd far mp , so far in almost all cases. Sagat is a good example where you can do jump in attack, cl.mp>far mp>cr mp >hk tatsu. Cr.lk DOES work fine here before tatsu, Ive just been trying to see who I can hit w 3 mp’s after a jump in attack.

In training on Rog when Ive landed a jump in attack causing “reel back” followed by cl.mp, I can pretty easily connect a 2nd far mp into ex tatsu I believe for like 386 dmg at least , I will verify w my notes later and repost if need be.

I have been trying to work on linking super to the 3rd mp either far or cr but that is hard for me, on some characters it hits the whole way others at least 3 hits.

There is also a similar combo on Juri that does 404 dmg without meter iirc, or may cost 1 bar only.

Goukens ability to cause “reel back” on jump in depends on where you hit the opponent. It will make combos such as cl.mp>cl.hk confirm on certain characters e.g. vs Fei cl.mp>cl.hk will only frame trap when standing, yet after a successful jump in cl.mp>cl.hk works w great fluidity and then can be linked to super for like 454 dmg or something.

A great combo for Seth is cl.mp>cl.hk>sweep,which also works on a handful of others, I recall also using a dj.hp or dj.hk for 5 hit combos also.

Coincidentally that select group of “crouchers” whom are immune to all tatsu’s i.e chun , ibuki etc will find that either dj.hk or dj hp >cl.mp>cl.hk>sweep is a new obstacle to overcome.

Cl.hk>far mp is also a good way to link super to an otherwise meaningless combo on some of the cast, from that distance far mp>lp hado will NOT work due to pushback unless Im wrong.

Anyhow training mode has accounted for 60 percent of my play time recently, just random select and verifying what works on who and how and why.

This old man he played 1…

Yeah it’s been a minute, can’t stay up late and grind with the West Coast folk like I used to, let alone just being able to play for a few hours without being bothered somehow.

I’m definitely trying to get it in this week. I would say tonight but Wed. may be the best option since I don’t have to be up early on Thurs.

You should get on now…

I wish! I won’t be free until late.

GOUKEN TECH: CL.MP>CL.HK & jump in attck> CL.mp>CL.HK

some of this may have been known idk never hear about it or anything so heres a few vids…

As you can see its very char spec. On some it only works on jump in attacks that cause enough hitstun and with the proper spacing and placement. THeres a variation for every cast member obviously but , thats half the fun, have at it…!

Also works on gen both stances both jumping and standing.

Some of this may be incorrect because of latency from my PC from this whole thing so I may have corrections , or may not.

***Your results may vary.

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Did you try linking the cr. lp after the cl. st. hk? I think mid screen it pushes back to far to link to tatsu or super, but maybe in the corner. You will more than likely have to use hp button for super to get the extra range.

I didnt theres too much pushback…now that u mention it, maybe it could work after the jump in strings,? hmmmm
I thought in AE 12 all punches travelled the same?
I cant tell the difference. I shall go back to the drawing board for my new shit such as this video below

Also I can get f.mp>super to combo on wakeup w dummy on no block so that its not blocking on wakeup. I get 8 hits 415-425 dmg iirc. Vid to follow ,

[media=youtube]SNVJ_-BYlVQ[/media]

***not available at some locations

Try cl st hk > st. Mp > tatsu/hado/palm and cl st hk > cr. mp > tatsu.

According to frame data it will work on a standing opponent.

off top I know theres a grip that wont connect on, works for abel, rog, juri , and cammy im guessing thats just a few I feel it will reach on based on memory.

Ill have fun w this one,

super isnt supposed to link from far mk or f.mp right?

As long as there is enough hit stun or if you are able to cancel out of the st. Mp you should be able yo. You need a 5 frame or less attack. For crouching pop.you need a 4 framer.

the pushback is char spec as to whom the mp will connect with after cl hk.

Your vid shows super linking off far mk

I meant per frame data, which in this case would not account for distance after pushback or other variables , so frame data can lie , IMO.