Sooo stand mk connects and u can get stomp but u cannot get the cr mp followup so you cannot land the stun. also double cr mp is not viable eighter. also st lk isnt viable as they become too far on the counter hit to land the cr mp. So unfortunately none of those are options.
So V-trigger is a must to land the stun because you need that extension.
Unless of course you land counter hits on counter hits it takes considerably less a fp at that point deals 180 stun compared to 130 its seems like its not much but its actually alot and lowers the requirements needed to stun.
If you use st mk however and your leading towards the corner like I am in the video u can make it only cost one ex meter by doing the st mk version because he inches closer so that when u go to do the DP normal DP will now connect where using CR mp leads to you needing EX SRK interesting,
they took it away in beta 3, cr MP xx MK Stomp no longer worked. looks like they are giving it back in beta 4 because thats the only difference in the frame data on cr MP from beta 2 to 3 and now its going back to the +5 that was there in beta 2
Gotcha; I didn’t touch him much in B3 as I had to test everything I could with Bison but I’ll have to spend some more time with him this weekend.
Does anyone know what the frame advantage is on a CCH st.hk? Trying to figure out which DG you can use after it if you’re out of range for a meterless combo.
+19/20 is pretty much standard for all CCs in the game that keep opponent grounded.
you can only use LP or EX off a ST HK (or raw super). but the thing is when you hit a ST HK you will always be in range of a cr MK, no matter what. you can be 100% max range, walk fwd and do cr MK xx LK Stomp which is worth more damage and more stun than just raw slash or EX slash, and can also combo into super.
off a max range overhead (df + fp) you will only be able to do a LP or EX slash (or of course raw super)
nope its always possible, i have tested it quite extensively you can always get it no matter what from the tip of St HK. from the frame data it would appear you have 11 frames to walk forward before Cr MK but i was never able to get cr FP xx stomp, might be possible in V Trigger but i dont think so from max range.
going for Cr MK after any CC is a pretty good bet though as a default from st HK, but LP slash is what goto off a overhead df fp
You can absolutely react to a hit st lk to combo after it, practice with random block and random ch, start by confirming into a cr lp > hp uppercut (obviously this range is not possible after ex stomps, I’m just saying its very possible with practice to hit confirm off of st lk)
leaves you +2 in a spot where you can cross up / stay in front with a dive kick or just poke again with a hard normal. its decent corner carry too, not as much as lp slash though, so i can see why you’d want to go with that in some situations, but definitely not if their cornered
What are people doing for AAing neutral jumps, or even for AAs were DP is awkward? Any good AA normals that hit at that angle? I have no issue AAing people at normal jump angles but when people are on top of me and rejump, I find his DP flaky in those situations. It wont hit them due to its travel trajectory. Maybe jab dp? AFAIK, that has no inv. though.
What hitconfirms are people using? I’ve been solely using st.mk to cr mp for my main go to hit confirm. On hit I combo into LP rush punch, on block it leaves me at a nice range to fish for CC/poke with st rh, walk back sweep, get ready for a jump, etc.
I haven’t really explored his frame trap game yet or CMD grab game/setups yet. Anyone care to shed some light on this or share their knowledge?
Meaty st.mk feels really solid on their wakeup. Characters with no inv reversal really get bullied by this. Other than that I’ve been doing st.fierce xx mk stomp on people’s wakeup too, to discourage button pressing. I feel like keeping it simple on their wakeup feels best. And when you bait a DP, you can do massive damage with a CC combo.
Also, worth nothing is that in V Trigger, it’s best to end combos in fierce dp. It reaches in V Trigger due to the hitbox and trajectory buff. So for example ; cr mp xx MK stomp, to cr.mp xx fierce DP will combo and do more stun and dmg than ending in MP rush punch. I can’t comment on which ender has better corner carry, though.
Wish you didn’t get slash with down forward, amount of times I lost because I got it over an overhead or even doing cr.mp xx dp bufffers in footsies is really annoying.