It only combos on CH.
If used as a meaty (after a knockdown time it so the last active frames hit) you end up with more frame advantage.
I see. Thanks.
No problem. If you look through the thread, youāll see some of the contributors talking about meaty set ups. Give them a look now that you know what they mean.
Maybe you guys are already aware of this, but you can reset people in the corner easily after MK target combo using cr.LP or cr.LK before they hit the ground instead of going for LP/EX DP, and you are at so much advantage you can set up pretty much anything. You can cancel the cr.LP directly into HK stomp which seems to time the hit the same frame they land, meaty s.HP, meaty s.HK (or cr.HK) if you have VT cancel available, meaty cr.MK, throw/command throwā¦ pretty much the full guess buffet.
wow didnt know st HK links to jab xx EX stomp or DP thats pretty cool
After the reset, if you do a meaty s. HK you can combo into the target combo afterwards and keep looping the mixup.
Yeah, though if you have VT ready itād probably be better to pop and get in that ass, and if you donāt have VT I havenāt checked if even a really meaty s.HK would be safe on block.
Meaty s. HK is like +6 on hit so on block that should leave you at -1. You can also just use meaty s. LK. I donāt know how plus a meaty stomp would be.
Yeah, that is probably worth it. I noticed that s.LK can also get the reset after V-Skill and it seems much easier to time the meaty normals with that (particularly s.HK which you basically just hit right after s.LK reset), so Iād probably use s.LK unless you want the cancel into HK Stomp from cr.LP.
how are you guys getting into troll mode(aside from the obvious crush counter hk, walk forward, st.hp xx v trigger)? my go-to so far has been confirming c.mk xx vtrigger, st.mk, c.mp xx mp dash
Iāve been using it as a buffer window to deal with jump-ins on occasion. It lets you see what button if any your opponent is tossing out on the jump in so you can CC or DP it accordingly.
Generally you should just do a meaty st.lk if you can get close enough to do so. It gets the most benefit out of it and leaves you in command throw range. I only do meaty stomp (HK) off a HP aerial reset as you can hit it super meaty. The only exception is if you can feel a counterhit in your bones or are doing an overhead/throw.
On the topic of corner target combo resets: Itās a great gimmick. But you get enough time to do a meaty off a DP as well and the EX DP adds a ton of damage to that combo. Thereās a 7 frame window if you do a reset into overhead so youāll get smacked by anyone mashing to tech into that, so I think the main use if youāre expecting said mash to tech and going with a st.hk super meaty. Otherwise if you can react to the type of wakeup you can get more damage and more time to setup off a DP.
Upon further testing: if you canāt do a HP starter for the extended combo, go for the TC into either a reset or DP. Doing a LP DP does more damage than doing a st.mk -> cr.mp xx LP Slash. Doing an EX DP does more damage than doing an EX Slash. You get plenty of time to setup whatever the hell you want off the DP.
On more LP Slash setups: Against DP characters you can do a non-DPed jump if they backroll depending on the character. Against Necalli for instance, an instance jump -> early dive kick will make the DP whiff. Against Ken a later divekick (right after the peak of your jump) will trade massively in your favor against an EX DP. An empty jump is totally safe against an MP DP and gets you that sweet CCH combo. For a quickrise, a slight walk forward and empty jump will go right over the EX DP. A dash forward empty jump will go right over the MP DP. The tactic for one fails against the other in all these cases.
Against a wakeup cr.hp on backroll, a j.mk will beat it. On quickrise a very late divekick will beat it.
To summarize
Ken
Quickrise
MP DP: dash empty jump
EX DP: edge forward empty jump
cr.hp: late divekick
Backroll
MP DP: empty jump
EX DP: Post-peak of jump arc divekick
cr.hp: very late divekick, empty jump
I do not like these odds, Sam I Am. They do not favor us with the gods. Not in a match unless a patch.
Basically do meaty pressure grounded until you see them backrolling. Then you can start mixing in empty jumps with divekick jump ins.
I suspect this is going to be somewhat universal; against 4f DPs you can do a safe empty jump so long as they donāt have massive forward momentum on backroll. On quick rise you have to dodge them.
Is there a way to hitconfirm into target combo that isnāt off a jump in or CH?
Standing strong will link into mk on crouchers.
Ryu testing for setups after LP Slash
Quickrise
MP DP: Instant Dash Empty Jump
EX DP: Heās swatting you down.
Backroll
MP DP: Empty Jump, Early Divekick
EX DP: Early Divekick
So yeah, probably not worth it to jump against Ryu; youāre too far away to mixup if he blocks your jump in and he can sweep your Divekick on recovery.
has any safe jump setup/ambigitious setup being found for necalli yet other than the tc ground pound at the corner?
^ Check out my video. I did a little something on the options Necalli has on his Crush Counter sweep. Search my name on Youtube and you should find it.
Any comments on divekick? With it being +8, decided to mess with it last night.
v trigger, divekick, c.mp, mk stomp xx super for some pretty big kid damage
(sorry if someoneās mentioned it! itās been awhile since iāve logged in SRK 8>)
Also, Bison is a damn BULLY
Any comments on divekick? With it being +8, decided to mess with it last night.
v trigger, divekick, c.mp, mk stomp xx super for some pretty big kid damage
(sorry if someoneās mentioned it! itās been awhile since iāve logged in SRK 8>)
Also, Bison is a damn BULLY
I just recently did some testing on it. The following only applies without V-Trigger, I have more testing to do.
Divekick really surprised me with how safe it is. The only way I could find to punish it is if a tall character like Gief or Birdy block it standing and even then they only get a jab or short. Against the rest of the not so tall characters it seems to be safe even when blocked standing hitting the tip of their head.
I think divekick is an extremely powerful tool personally. If normal anti airs are getting you down, a late or early divekick can get you in. If you hit them crouching, you can combo straight into St. MK or Cr. MP. You can also combo Cr. MP if you space it against standing.
Thanks for the input! I believe without v trigger, it will still be a power tool as well. I suppose weāll find out.
and maybe stating the obvious but without v trigger, dive kick to cr.jab, EX stomp