Quick Question: Whenever I wakeup or anti air DP into FADC U2, a lot of the times I whiff it completely because the opponent was too far. Do I need to wait until they fall closer to the ground and then execute it?
twas the hooch that was holding me back. Tested on my lunch break and it was much easier while sober.
well i found a corner combo earlier.
Ex palm>mp palm U2 492
Ex palm> Ex palm> mp palm U2 520
Everything I have ever known is now a lie.
On other news, linking jab to U1 is not that hard to do consistently. I could never do it with balrog.
May save you an FADC at points.
yeah learning a new character while drunk is an adventure lol.
are you just doing cr.j st.j xx U1?
Far standing jab can link into U1, but it’s a one framer.
I’m really liking cr.lp, st.lp, cr.mk xx rekkas or dp after a dive kick. I’ve been trying cr.lk, cr.lp, cr.mk xx rekkas but that cr.lk, cr.lp link is rough for me. I’m more consistent when I don’t double tap it, it seems. According to the frame data though it’s only 1f, and same goes for cr.lp, cr.mk but I agree that that one feels a bit wider. I think starting with cr.lk is going to be better in general but I don’t see any downsides to the cr.lp one after a divekick.
I’ve still got a lot of lab time ahead of me though, having some sessions Friday night and I still have a lot of tech to try out before then.
I’ll admit that cr.lk, cr.lp too me a while to get used to. But, until then, I’d suggest using cr.lk, cr.lk xx rekkas.
What’s the reason for doing cr.lk, cr.lp? cr.lp is one frame slower (which, if the wiki frame data is correct makes it a 1 frame link) and can’t be plinked.
You could back-plink, technically…
Without me being a smartass (=p), when looking at cr.lk, s.lp, cr.mk, the issue is that s.lp whiffs on some crouchers. You could do cr.lp, cr.lp, but cr.lk is quicker and hits low.
Oh right, I totally forgot about st.lp whiffing there. I’ll probably use cr.lk, cr.lk in matches until I have cr.lk, cr.lp down enough to pull into my game.
The only thing is, to my knowledge, the only whiffers are Blanka and Honda though.
It whiffs on some other times, too. But those are the main ones.
Besides that, get used to cr.lp, cl.mp, cr.mk and cr.lk, cl.mp, cr.mk. Strong frame traps.
I haven’t really had my s.LP whiff at all unless I was out of range to begin with. My LP Rekkas though have been whiffing ON HIT against Cody…it really hurts me in that matchup because I use c.MK xx LP Rekka for poking and pressure and if I try using HP Rekka and it gets blocked, I either have to burn meter or get annihilated.
Again, cr.lk, cr.lp is completely useless. Stick to cr.lk, cr.lk in any circunstance you’d use cr.lk, cr.lp.
Whenever I’m learning a character, I make sure to learn 1 hit confirm combo and 1 punish combo before anything else. Here are his most useful combos (I’d post damage and stun values, but unfortunately don’t have acess to the game right now):
Hit confirms:
- cr.lk, cr.lk, cr.lk xx Rekkas
- cr.lp, s.lp, cr.mk xx Rekkas
Punish combos:
-
cl.mp, cr.mk xx Rekkas (strongest meterless punish, 1 frame link. Against some characters works after command grab.)
-
cl.hp xx Rekkas
-
Switch Rekkas for his DPs in matchups where you can sacrifice the damage for better positioning and wakeup pressure.
Those are his main combos and probably the only ones worth learning (of course not counting small variations, like cr.lk, s.lp, cr.mk xx Rekkas). Besides those, I’d recommend maybe cr.lp, cr.lp, s.lp, sweep (1 frame link) and corner combos. After that, get Senei Enbu loops down.
If you don’t want to use cr.lk, cr.lk rekkas as you bnb just learn cr.lp, cr.lp, cr.mk that’s what I did more damage and I think it hits all crouchers.
Oh yeah that’s true. I guess the reason I see people recommend it is that cr.mk can link from cr.lp but I’m guessing that after damage scaling the difference would be pretty small. I haven’t had a chance to test that yet though, maybe I’ll give it a shot tonight.
It does hit all crouchers, but it can be stand-blocked or crouch-blocked.
Regardless, the differences between these bread and butters:
cr.lk, cr.lk – cr.lp, cr.lp, cr.mk – cr.lk, cr.lp, cr.mk – cr.lk, s.lp, cr.mk – cr.lp, s.lp, cr.mk
is relatively minimal, in terms of damage. They all deal right around 200 damage.
Just note that cr.lp, cr.mk is a one frame link, so cr.lk, cr.lp, cr.mk is a double one frame link for pitiful damage.
Don’t get me wrong, I’m all about maximing damage and not taking the lazy way out by doing easier versions of combos, but in that case it’s really not worth it. You get ~20 extra damage of an extremely hard combo to pull off consistently. I’d go as far as to say it’s impossible to be 100% with that combo, simply because I don’t believe anyone can have frame perfect precision without plinking.
If you really want to get a little extra damage, do as Liam suggested.
Don’t think it’s been posted here yet, but I happened to find another Yang combo video, courtesy of biffotasty.
[media=youtube]WFxo61EpO0I[/media]
Least I can do to help everyone out. Was hoping to make a breakthrough in the lab about Yang, but everyone beat me to it… ^^;