@ howling df grab can be repeated with impeccable timing for multiple throws in a row if you flip ASAP >throw this will beat almost eveything he has from wakeup unless ur timing slips, if he jumps up just st. RH, if he backdashes let the flip sweep come out, if he forward dashes land and auto correct ex or lk tatsu, if he jump dj foward or back youre timing is too slow.
I found the the solution to people focusing in between fireballs: is make the block string longer like cl st. mp(+4), far st. mp(+1), cr. mp, hadou. most focus attacks will whiff at that range and the rest can be backdashed or you can just walk back from them, unless its something really long and fast like fei long`s.
the hadou part is not a true block block string and it makes easy to ultra though, just watch out for it.
hehehe I just used my own chart right now for reference vs a JURI , I was like which one can I use again?
i dont have the game anymore so i can’t contribute bud.
what does BLANKA: cr.mp>all tatsu ; cr.mk> all tatsu: mean? sorry i’m probably being thick but a bit confused by the chart above.
I tried to list char specific ways for Gouken to initiate any tatsu vs a non-blocking croucher. Obviously tatsu behaved differently for different characters some it would work on others not etc., I itried to compile a list that had at least 1 option for a atstu to occur on a non-blocking croucher, for some it required a normal>tatsu to get em.
The second list are some more char specific pokes and or combos some are with j.mp 1 and 2 hit versions into combos.
I also found vs some characters combos such as j.hp>cl.st.mp>cl.st.mp>sweep were also possible.
Takin, could you create a spreadsheet set up sort of like…
…|normal attack|…
…|lk.tatsu|mk.tatsu|hk.tatsu|ex.tatsu|
character…yes|no|yes|yes|
?
Already knew about the cl.st.mp > cl.st.mk, great to know it works on some people without even needing to walk forward. Would work on everyone if it was command normal
I almost got it all memorized…HAHAHAH YEA FRIKKIN RIGHT!!! I need some spreadsheet help.
Hey dudes dunno how many of you know this but you can link Gouken’s close.mp into close.mp. AGAIN after a gouken flip dive kick.This means you can combo into Gouken’s cr.hk after a extra hit for a bit more dmg, around 40-47.Only works on certain charcters tho.
I tested this a bit and it works on all the shotos ( the timing on Sakura is a bit stricter ) ; it also works on Seth and sometimes on Balrog ( it’s weird i can’t figure out why); it won’t work on Gief, T Hawk, Sagat, small chars like Cammy and Yun.
Hope this helps
In my research it actually seems to cover all shotos and some others…
Best way to test is to stand point blank and try it raw with no openers and you should get one confirmed and one blocked, nd in some cases it will confirm both, in other cases you may need to plink the 2nd cl st mp , the characters that allow this cl.st.mp x2 animation are the ones which it will be more likely with or without openers to get the 2 hits confirmed.
Now try with either of these:*** Meaty j.hp or frontside meaty j.hk>cl.st.mp>cl.st.mp>cr.hk (4hits 287dmg avg)*** or in the corner use jumping meaty heavy opener>cl.st.mp x2>lp hado>cr hk = 316 dmg or paintrain etc
BISON ROG AKUMA VEGA VIPER FEI FUERTE HONDA RYU ERYU KEN SETH DAN SAKURA DEEJAY IBUKI ADON (list is only 90% complete)
My belief is that it works on this basis so that the larger hitbox character s dont get worked all day !
If you don’t wan to help, then don’t.
It’s as much about learning for yourself as it is for helping others.
I told you before I don’t even really know what’s going on in your posts. Does that have to be point blank, can it be max range? What does > mean? It usually means a link.
The info needs to be in a spreadsheet so people can understand it and look it up easily. I originally did my no FADC and Tatsu combo stuff in a post and realized it was impossible to read. I made a spreadsheet that was public to all in google docs and then linked it when I was done.
Nobody is obligated to do anything. I found those unblockables with Honda and Seth but no one took it further or tried to find a way to make it stick consistently (except for Honda who is easy).
No reason to get snarky about it.
Do it for yourself, don’t do it cause you want thanks or appreciation from others. Post it here cause you want to help the community or further peoples knowledge or perhaps inspire someone else to try something out.
I’d personally be interested in seeing who tatsu can hit when we wakeup and they attack low i.e. who EX tatsu “hits low” on no matter what.
I know of Sagat and I assume Gief and T-Hawk so far.
Edit: BTW I’m not trying to be a dick. I do appreciate ANYTHING people put in here, it’s for the people who want to discover new or absurd things. The smallest things can turn into big discoveries.
Reipin… he quoted hiimself… I think hes just trying to say no one is currently contributing to the thread but himself.
Like I said, I personally don’t care what people do with it. I learn for myself and move on from there. I understand your frustration though, I definitely do.
I guess what I’m saying is, keep doing what you do and don’t worry about whether others contribute, in fact in life, so long as you aren’t negatively impacting others, do whatever it is you do. It’s much more rewarding.
While it may not spark discussion (who tatsu hits low is pretty black and white), the info being organized into a spreadsheet would be really helpful for those of us who would like to use it. I know why tatsu’s hit some low and others not in a combo, and why it misses some people standing when comboing them. It’s all pretty retarded to be honest and I’m surprised capcom hasn’t done something about it.
This might not be a discovery but I was in the lab today and was trying to incorporate kara throwing into my game. I’m a pad player with 8 buttons to the right (hori fc3) so I was trying to find a way to make the input as easy as possible.
Instead of doing HK --> LK + LP for kara throw, which is 3 button presses, you can do Kicks x 3 --> LP to get the kara throw.The kicks x 3 will count for the LK in the throw by itself. This reduces the amount of buttons to 2. This is helpful to me sine I have a button assigned to kicks x 3 and it is on the right shoulder, making kara grabbing extremely easy.
Been practicing cl.st.mp to kara grab like reipin wrote about somewhere on the forum. Hope that helps haha.
I got a kara throw that rivals kens.
ok no.
You dont just say shit like that without proving evidence.
Unless you just mean something else rather than throw distance.
This is for 2012 but NJ.HP > cl.st.HK > st.mp works on just about EVERYONE in the cast. Same with cl.st.hk > st.mp.
That means that on all but like 5 or 6 people you will be able to do a jump in cl.st.hk > st.mp xx mp palm
The reason cl.st.hk is being changed to 5 active frames for the first part is so that reeling animation won’t make the first hit whiff.
Cast that neither of these works on is: Ken, Ryu, Sagat, hakan, Dan, and E.Ryu
Only the cl.st.hk > st.mp works on: Juri
Jump in first works but no jump in does not: Dee Jay possibly rose.
People where the first hit ok cl.st.hk whiffs after the jump in: Rose, Ibuki Chun and Cammy
Also re: Denjin - dj.hp st.hp XX EX Palm FADC 2 hit j.mp > Denjin is 840 stun and 541 damage as opposed to 820 stun and 501ish damage.
Basically, if you are going to FADC do 2 hit j.mp before the Denjin.
Really? doesn’t the 6 hit one do more damage? Also, maybe with the damage increase on denjin this will not be worth it? Still, good to know.
Maybe I’m not good enough and wasn’t getting the 6 hit one, I’m not entirely certain. I don’t know a whole lot about Denjin other then it sucks.
Edit: 6 hit one does 542 and 880 but needs real tight timing.
It has it’s uses, I really like it in some match ups. And it’s only getting better.
I tried that right after trying kara ultra for that ex palm dash kara u1, but apparently kara ultra adds very little range(it does, but VERY LITTLE). maybe im doing it too fast?