exploid
3183
I found out that you can use his target combo outside of counterhit if st.mp hits on a later active frame. It seems the last active frame (?) has longer range also, so you can space it so the first part whiffs. Managed to do it vs a idle cammy and after crush counter st.hk. The spacing is really strict, so i dont think it will have much use like that.
Maybe there is a unsafe special with a lot of push back that has the perfect spacing to get the “meaty” punish.
Its kinda strange that the combo works. Hitting on a later active frame should only give frame advantage in links, not in cancels right?
Can you combo after your st.MP>df.HP ?
exploid
3185
theres gotta be a block string that pushes you out that you can set up off of set distance knockdowns like off inferno safe jump. might be useful but seems more like an unintended consequence of the way the active frames work rather than intentional design. if we can exploit it, great but I still think it either needs a buff or to be replaced with something else entirely.
Agree it should be buffed to have an actual true way of using it, but…instead of a blockstring, I’d prefer a “hit” string. NJ.HK > S.MP > Axe > Cr.MP > Inferno would be a godlike meterless combo.
Edit: The string exists. It is possible to perform the combo mentioned above. It deals 294 damage. I just need to find the correct setup now.
Edit 2: From point blank, backdash then take 3 steps foward. Neutral Jump with HK and aim for the head, not the torso. Get a visual memory of this distance. With one ex bar we can deal 324 damage on stunned opponents.
No EX Inferno after cr.mk? That’s a pretty huge nerf as it hurts his safe footsie game.
https://www.youtube.com/watch?v=YhYS5eJYvEM
This is both a tech and a combo.
Btw, I still think techs and combos should be in the same thread. It’s all technical stuff.
exploid
3190
Nice.
Btw, the ps4 has upload features.
PS4 version has been preordered digitally. I tried to record from the PC.
alecs
3192
You can record from PC, as long as you use OBS and run it in administrator mode.
riesz
3193
Or Nvidia Shadowplay if you’re using a supported Nvidia GPU. Easiest and most comfortable way probably. You’ll need to do desktop recording for now, though.
KungFoo
3194
So last two days was beta? No more online matches. At least there’s offline.
Wikum
3195
so basically this will only combo if you have spaced the range absolutely perfect? seems a bit pointless/risky to me (unless i’m missing something). are you really going to risk this in a match when you could just get a guaranteed no drop every time for about 50-70 less damage?
It’s not that hard. We had to practice 1f links in SFIV too, didn’t we? It’s actually easier than those multi-1f-link combos from SFIV.
Anyway, I won’t risk it for the first months, but if I keep playing this game for more than a year, you can bet you’ll see me using this a lot.
Against some characters, there’s even a shortcut. You can close in, backdash and take some steps foward (3 for ryu). Really easy.
PS: From J.HK, use only if the opponent is stunned. Straight from S.MP it’s only usable as a counter poke.
No they are just resetting stats for the Tuesday launch.
Clamper
3198
Does this work on everyone? Most of times combos involving meaties depend on the characters hitstun animation.
exploid
3199
I dont think reeling animations alter hurtboxes in sf5.
Daemos
3200
They do alter during reeling and thats why the nj.hk into s.mp works, otherwise, Smp would hit during its first frame.
Tested so far against ryu, bison and zangief. Worked against them.
Characters have different hurtbox sizes, so we may have to land the ni.hk a bit higher against taller characters. We must activate the head reeling back animaton. Torso hits wont do.
Infini
3202
Finally, I was waiting for this!
But wait… OTG HS at 02:08???