Anyone have tips on improving the consistency of combos (esp the st.MP, mp.SS link) after dashing? Do I begin pressing st.MP after or towards the end of the dash?
It’s not hard at all, you have to practice pressing b.mk, forward release and then down and forward. Watch this to help you out: http://youtu.be/vk3ECVk4Q2E
b+mk has like 4 active frames, so you can actually do the DP motion a bit late to ensure your input is clean. I input it like an SF4 chain combo to special link (i.e. Ken c.lp x 2 > DP) . after you hit the b+mk, wait a second (to release your finger from the Back input), then quickly to the TA.
what makes it messy on hitbox is the fact that back + forward inputs give you a neutral (empty) input, which is most likely why you’re messing it up: you’re inputting the Forward for the DP motion while still having your finger on the Back input for b+mk.
That was my biggest mistake, I kept trying to perform as quickly as I can. Having SOCD cleaner makes back + forward neutral which most of the time I didn’t let go of my ring/index finger.
I realized (in hindsight, it’s rather obvious) that I could put SOCD to good use by treating B+F as, essentially, a neutral input. it’s safer/easier/faster than taking both fingers off the buttons.
for instance, it sucks getting f+mk or b+mk when you’re you just want the neutral button while trying to fucking AA, so I was working on using b+f+mk during my last session and it’s great. it’s actually a pretty damn great button to have ‘instant’ access to out of walking.
Yeah I’m looking for more too. He’s too good and whoops everyone’s ass.
What helped me start hitting this was thinking of the letter “Z” if you are playing on stick.
Go b+mk, immediately from that go forward, from the forward go to down input at an angle, and then finally to down forward. Its exactly like making a “Z”. From there you can cut out whatever inefficiencies you have while making the motion as long as you can visualize what you are actually having your hands do.
I have a quick question regarding whiffed standing jabs in neutral
I see a lot of the pros doing this, and just wondering what exactly they were trying to catch with the jab.
I hear the commentators sometimes talking about how the animation is similar to sonic boom (mixed in with whiffed HP) but that can’t be everything? sometimes the players don’t even use sonic boom all that much and still are whiffing jabs in neutral all the time.
I’m thinking it’s to stop dash ins but would like to know exactly why you might want to whiff jabs.
sometimes they catch someone dashing or throwing out specials/moves that puts them forward, but mainly the try to bait a forward jump from their opponent.
that’s how I use them anyway
the same goes for almost every top ryu players whiffing s.lk in neutral
Can someone explain the ways to land Tragedy Assualt. I notice that Infiltration combos into it, I belive its
cMP 4MKxxTragedy Assault. but im not landing it at all even with light punch
cr.mp b.mk xx lp TA is correct. You can also do cr.mp cr.mp xx lp TA or cr.hp b.mk xx lp TA. You can combo into mp TA with st.hp or hp TA with st.hp/t.hp crush counter.
Recently, James Chen/UltraChenTV uploaded an excellent series of videos regarding how to classify and use the different types of normals that each character possesses. The playlist can be found here:
Using the classes that James defines (Wiff Punishers, Space Controllers, Pokes, Pressure Tools, etc.) under which category would each of Nash’s attacks fall under?