3rd strike: jump hk, low hk with Ken
I’m so crazy
3rd strike: jump hk, low hk with Ken
I’m so crazy
Kara palms in GJ combos.
Ohh yeah, it looks so freaking awesome AYE AYE AYE AYE… Gotta love Gamer’s Vision ranbats, especially with KO.
anything with oro
c.lk c.lp c.lk c.mk xx shinku lvl3 cvs2
its like a little stall in the middle of the combo and youknow its coming.
pow pow pow wait… pow SUPER!
Hey , Im the new noob scrub whatever around here. Anyways , by several “demands” i got my Brady Games book today , and it said exactly what Im quoting here. But it said " in corner only "
Now , BEFORE I went to the post office to pick it up earlier today , iwas actually training my corner MP, HP xx Fireball xx SA3 or similar. For whatever the reason I cant pull that off for the life of me. But I can do MP HP , SR , SR about 2\3 in training.
Yes I do it in the corner , but does that mean it DOESNT need to be a kara srk? Since im pretty sure I have no clue whatsoever on how to do those ( gonna guess F+MK )
Can someone clarify this? Or is the Kara only needed when mid screen?
Ryu in Alpha 2/3 - Jump Roundhouse/Fierce, crouching strong, link to crouching forward (tricky timing), two in one to level 3 super fireball. I’m not consistent with the strong > forward (many don’t even know it combos) so it feels awesome when it all lands.
A kara-shoryuken with Ken is done by inputting:
MP, HP, dp+LP, :r: :d: :df: (c.MK):LP
The c.MK is canceled within the first few frames into the DP, so the c.MK doesn’t actually “come out”, it only begins it’s animation and is then quickly canceled during it’s start-up by the DP. If you’re familiar with kara-throws or roll-cancels then it’s similar input timing to those. Or if you’re familiar with SC3 “sliding” inputs then they are also similar input timing.
c.MP, ex scythe kick, ex rhino horn, HK scratch wheel.
Even my opponents go: it’s so dirty, 2 EXs in 1 combo!.
ex scythe kick into j.strong j.fierce reset his hella sexy too.
and not really a combo, but b+HK in the face everytime I know my opponent is gonna throw.
Thnx. Yeah come to think about it , I think I read that , but didnt remember until you said it. So its like a pianoroll from MK into the ( somehwat stored) LP( DP) . Well to be honest , the only kara throws ive tried are with Ken , and afaik , they do practically nothing.
How has a good one again? Chun? Ryu? Akuma? Ill test them right away , if you say the timing is virtually the same.
But this combo is for midscreen right? Coz I can do the combo in corner , and im quite certain I aint accidentally hitting MK every time
cr. lk, lp, lp, cr.mk xx tiger cannon with Sagat in CvS2
That spacific combo only works on certain characters mid screen (necro, elena, q although the kara isnt needed), and it is only nessicary versus certain characters in the corner (ibuki, hugo, remy, oro).
Kim in CvS2:
Cross up HK -> C.MK -> Stomp XX lvl2 Rush Super xx Stomp xx lvl1 Rush Super
It took me a long time to get that down consistently but now I get it without horrible amounts of trouble.
Very satisfying…
3s chun reset: air to air stomp, d.hp, c.lp, dash under, s.rh -> super
-double ouro combos on sentinel with strider
-BH infinite
-dooms launch into lp, lk, mp, hk, air dash into pink shit super
-jumping hk into c.mk into c.mp with vega in ST. yeah its easy but the c.mk into c.mp link can get sorta tricky.
-chaos dimension followups with shuma in MSH
-kick throw followups with shuma in MSH.
-power gem activation as pseudo alpha counter into headcrush super with juggernaut in MSH.
-c.lk, c.lk, hop kicks xx orochinagi with kyo in cvs2.
-any duo lon combos in kof2k3 and kofxi
3S- Q - jump in RH, close s.MK, SAII. No other damn combo in the game makes you cringe that damn much.
CvS2 - Boxer - c.lp, clp. gigaton blow. Ouch.
MB:AC - Hisui - IAD j.C, 2.B, 5.C, 623+C, 2.B, 5.C, 2.B, 5.C, 2.B, 2.C, 5.C, 6.C, j.B, j.C, j.B. j.C, air throw.
MvC2 - Juggs / Tron (corner) - Punch throw, j.LK, TRON, j.FK, HEADCRUSH. GGPO.
Arcana Hearts - Fiona - Powered up clean hit super~
Plenty more, but that’s what I got off the top of my head.
yoshi’s 2ba is the only thing remotely close enough to a kara. slide inout for karas in 2d are way faster than the standard 3d slide inputs.
Chun’s s.MK, elena’s f+MK, Q’s b+MP, ryu’s f+MP, gouki’s f+MP.
gouki’s is best for figuring out if you did it. well not really, all the character mentioned will noticeably teleport forward when you kara throw, but gouki’s you actually hear him shout when he does it (he doesn’t shout on normal grab).
Another thing about kara’s is that there’s in fact 3 frames of cancel room. cancelling on the last frame is ideal, since it gives you the most distance.
lastly, Ken’s srk, kara srk is a mid screen combo, you can do it in the corner against most characters without kara though. You can also anti air srk, srk without kara mid screen most of the time as well. I also thought you kara-srked with low roundhouse.
for your sake, this is the input :r::d::hk::df::lp:
Well for SF anything with the Shinshoryuken cause they are f-ed over when it hits, but as far as combo appeal pulling of crazy ass Killer Instinct combos, those things last minutes, hell you have time to make yourself kool-aid and a sandwich and the damn thing will still be going when you come back.
nah… it’s MK. and i think Xenozip placed MK closer to LP to stress that they’re almost simultaneously pressed… it doesn’t really matter whether MK comes before the df or after so long as it does.
fuck that combo
sentinel without unfly after you land a fast fly combo throwing out a random short and it connects into
fly short unfly refly short + commando, short rp