Let's See if We Can Do Something About Our Boredom~ Q&A Thread

use it against someone who you know for a fact likes to dash in to rush you on wake up it gives them a nice little “get off me”. Most likely he’ll attempt to bait it after the first time and that’s where it gives you time to gain back momentum.

First post updated, long overdue, I know. If anyone has any suggestions on how to improve it, I’d be glad to hear them as I’ve never done this before.

I find that the knife can be very intimitating against a player because of how it (I think) can change certain priorities of certain attacks. Meaning it can change the rhythm of a match in your favor if used properly. Ive seen many people turtle after a few good slashes and c.FP AA against and an oppenents jump ins. This in combination with a few well placed c.lk to MK RK’s putting an oppenent in the corner is a tactic I find effective. CHIP CHIP CHIP AWAY!

It’s basically good for people trying to use single-hit fireballs on your techable wakeup, retards rushing in all the time on techable wakeup, and non-crossup jumpins on techable wakeup.

So, no.

in the left corner if you use bad spray, it’ll hit opponents that try to cross you up.

I dont know if you guys got asked yet, but on cody’s last trial how in the world do you time the fadc into crouching punch ?

be faster.

…Is that you’re final answer ?

it was asked serveral times before and i think there was also a own thread to it. there is just not a “special trick”. it’s plain speed that counts.

use forward + fadc at the same time, allows you to cancel it faster when using a second forward afterwards.

noone can help you but yourself in the end. so make it a few times and hope you hit c.lp fast enough to connect it.

Oh ok, though I wasnt looking for a special trick, just wanted to know if some sort of frame thingie had to be adhered to…meh I wonder if ytou can do it like juri’s final trial where you didnt even need to fadc you could just charge to lvl2 dash and then finish the combo

there is a “trick” tho. i found it alot easier to use c.lp, c.lp, c.lk xx hk ruffian instead of just c.lp xx hk ruffian. gives you more time to “hit” confirm the c.lp after the fadc so you wont have to cancel it immediately.

This isn’t gameplay-related, but is Cody’s theme music taken from a Final Fight track? It doesn’t ring any bells for me.

it’s entierly new designed. i think it was specially made for the teaser trailer / or taken of it and remixed.
dont nail me on this tho. just my guess.

I’m having trouble keeping Zonk Knuckle charged but then doing other things. I’ve been using HP to keep it charged, pretty much the entire game, but I whenever I find an opportunity to land a combo when I try to do HP Criminal Upper, I always end up getting Zonk, Is there any way to release it without causing the move to come out aside from dashing?

I also have the same problem with EX Zonk, I usually charge in on wakeup whenever my opponent is near me, but if I ever don’t need it, I’m stuck holding two punch buttons down, and It’s caused me some problems.

Any input would be greatly appreciated.

You can release Zonk during a jump or in another attacks animations. You could always opt for mp. CU combo ender if you really want that Zonk. With EX Zonk charge MP+HP so you can still tech throws, and able to interrupt with jabs.

i was wondering how to do an EX focus cancel on trial stage #21

hk ruffian xx mp+mk, forward, forward?

I’ve seen in a few videos that lately the combo of choice is c.lp, c.lp, c.lk xx mk ruffian kick
in the older videos people usually did c.lp, c.lp, c.mp xx hp Criminal Upper.

What is the difference?
Better positioning for wakeup on the ruffian insted of CU ?
Do you usually do 2 c.lp or 3 c.lp, before the c.lk xx rufian or the c.mp xx CU ?
Thanks in advance.

the thing i posted was only for the trial :wink:

the less lp / lk you use, the more damage you get in the end. this is due to scaling reason. if you are fast and you realise the c.lp hit, do c.mp into cu / ruffian. I think c.lp, c.lp is enough to realize. so two jabs in most cases on my side.

mk ruffian or hp cu?
whether to use ruffian or cu depends on the current situation.
if you’re close to the corner (almost midscreen) or want some breathing room use mk ruffian. it throws your opponent back the most, but does less damage /stun then a full connect HP cu.
HP cu has another plus on its side: you end at a nearly perfect spacing for some mix up. be it overhead or cross up or meaty move. (a little help: after hp cu, do a crack kick [f.hk] and immediatly afterwards a f.mp, this will cause it to hit meaty without having to think about timing IF they use quick rise).

c.lk or c.mp?
both have their pro and contra.
c.mp has alot more damage / stun and gives you the option to combo into lk ruffian for whatever reason.
the downside is that it’s a “harder” link (it’s not hard at all, but in comparsion with c.lk) and if you use it it after 3 jabs or 2 and not beeing at closest possible distance, hp cu will only hit with its tornado, ending in less damage then mk ruffian. on the other hand is c.lk easier to connect and has the most range - it’ll even hit when c.mp would whiff twice ^^. the best thing is that a following HP CU will ALWAYS FULL CONNECT.
this means in a combo like [just for example] 2x c.lp, c.mp xx HP CU with not full connect does LESS damage then 2x c.lp, c.lk xx HP CU full connect. so if you want on the safe side, use c.lk if you are unsure that c.mp will hit / hp cu will full connect.

Awesome answer zUkUu.
Thanks :slight_smile: