So far it beats both ryu ultras kens ultra 2 dudleys ultra 1 both hondas ultras both ibuki ultras akumas ultra2 goukens ultra 1 gens ultra 2 dans ultra 1 sakuras ultra 1 and it avoids the cinematic of onis ultra 2 but you get hit once behind him
Fill out these gaps for any charaacter that you can. I want at least a little bit of information for each character, so do the ones you can and that’d be great.
Corner enders*:
-cl.mk, cl.mk, lk dp, lk dp [182/330]: Most meter gain. Best stun without a reset.
-cl.mk, mp palm, mk dp [201/305]: Highest damage ender.
-cl.mk, mp palm, cr.lk [196/345]: Resets.
*Note: damage and stun is based off of s.lp, cl.mk, [stuff], as you’ll often FADC, s.lp, cl.mk to hit these enders.
Frame traps*:
-st.lp, st.mp [1f]: Catches crouch techs. Beats most things that aren’t reversal HP DPs.
-cr.lp, st.mp [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP.
-st.lp, st.hp [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into HP palm; on CH st.hp, HP palm combos and causes float in corner (lets you combo non-animation U2, lk dp, ex dp, or cr.lk)
-st.lp, cr.mk [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into LP rekka or palm for free pressure/chip/meter; palm maintains standing (and palm loops if you’re Sako) and rekkas give real estate.
-st.lp, cl.mk [3f]: 3f normals, throw, and all DPs can beat. Sort of gimmicky, as it’s not too tight, but cl.mk offers a lot of reward. If you can’t react to hitting the launch with a JC divekick, you can always just cl.mk, mk dp.
-st.mp, f.mp [2]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. In USF4, f.mp can be special canceled, which makes this stronger. You could also go into st.mp, st.hp, b+hp target combo, which cancels into Seiei-Enbu.
-st.mp, cr.mk: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into LP rekka or palm for free pressure/chip/meter; palm maintains standing (and palm loops if you’re Sako) and rekkas give real estate.
*Bolded important ones.
In a lot of these, st.mp is used. On CH, st.mp links into f.hp, cr.hk, and U1 (along with a few other options). Most of these frame traps can be used together (i.e, st.lp, st.mp, cr.mk xx hp rekka, hp rekka FADC st.lp, st.hp xx hp palm).
Seiei-Enbu loops:
*Note: All Seiei-Enbu loops can begin from st.mp, st.hp, b+hp xx super or [normal] xx mp palm xx super. You can cancel a few other things (i.e: mk or hk dp’s first hit, rekkas, etc) but they don’t tend to be as useful. The reason they’re not as useful is because mp palm forces stand, and super canceling on some (i.e, rekkas) is rough for little payout.
-cl.hp xx lk teleport [xN]: Most midscreen damage.
-cl.hp xx hp rekka, pause, hp rekka, pause, hp rekka…: Corner carry. Weak damage that’s meant to carry to the corner to set up for one of the corner loops.
-mp palm, dash, st.lk xx mp palm, dash [xN]: Most damaging corner loop. This also works ON BLOCK. The palm chip alone does ~300 damage. ~600 on hit.
-mp palm, dash. cr.mp, dash, cr.mp [xN]: Easier corner loop, less damage. Can do double cr.mp, dash on larger characters. Can do cr.mp, cr.lk, dash to ease execution even further.
-st.lk, st.mk (target combo), JC, HK dive kick, cl.mk JC HK dive kick, cl.mk JC HK dive kick, cr.mp, dash, cr.lk, cr.hk: Older combo, but strong for midscreen. Only mentioning it because of the cr.mp, dash, cr.lk, cr.hk ender. Seiei-Enbu, particularly midscreen, does ass damage because of scaling. So, you really want to look for a reset towards the end so you can land ultra. The cr.mp, dash, X can be a reset if you elect to do something besides cr.lk, cr.hk at this point. During Seiei-Enbu, f+mk (overhead) links into cr.lk, so you’re looking to reset, link into cr.lk, cr.lp, ultra. For U2, you can simply f+mk, U2. If they block the f+mk, you can cr.mk xx mp palm, U2 for full U2 animation.
I can type up match-up specific stuff, but I don’t see the point of doing too much match-up specific stuff when things will change in USF4.
1st one is no longer true in 2012. Palms do considerably less chip. Don’t know exact number because I can’t do the full loop for the life of me and measuring total chip is kinda hard.
Most reliable corner combo is cr.mk xx teleport (xN). It does just as much damage as cr.mp loops and is a lot easier. They nerfed the damage on cr.mp during senei enbu in 2012, making this the pretty much go to option.
I prefer to use Seiei Enbu with resets…the midscreen palm combo does around 450 Damage and costs 4 bars… much Easier to do than the seiei enbu palm loops…
I used to think like that too, but it is. Pretty much every Ibuki player has 1f jab links incorporated and you can see that somehow arcade Ibukis (where select plinking isn’t an option) land it 100% of the time.
I’ve rewired my stick and I land the jab 80% of the time. Oddly enough, the hardest part for me is the cl.mk afterwards because I always get a chained s.lk. Also I never could do the double launcher reliably, it’s very strict timing and depends on the character’s fall speed/hitbox.
So I’ve just been doing s.lp, cl.hp xx hk rollkicks midscreen (negligible less damage but 40 less stun) and the launcher, hp palm in the corner.
How is this possible? Hopping into training each rekka does 1 damage on block. It’s pitiful.
Just found out the palm loop does 105 damage now. 146 if you finish a hp rekka chain at the end (the new senei enbu duration lets you do 5 reps and the last s.lk is left hanging).