I have seen lots of people cancel either the s.hp or c.hp or either the c.mk or s.mp into the super fireball combo(hcbx2+punch), so I just wonder how they did this. I did try but only hold some buttons to make it work. If anybody does know, please help me with it.
P.S I find it hard to do the super combo(his air super fireball combo) after the jumping-up HP; I mean the one after you land and you do his HP as you jump up again, not the jump-in HP. So if anybody knows how to do this, help me with thsi one too. THANKS
u just gotta b fast mate. c.mk qcfx2 f.p: start the first qcf as you press c.mk…then the second and f.p. when you get a bit faster you wont need to start the first qcf untill u the c.mk has connected. This way u wont waste any super if they block the c.mk
the super fireball is qcfx2 any punch in air. is this the 1 u mean?
cr. HP vers. w/ LVL 2 super FB
do the command as usual and “mash” FP then MP. When i mean mash i mean, take your middle finger and press FP then use your index to press MP in one smooth motion. It might work better if you hold MP at the end
ok
Thanks for helping. I used to be able to do C.HP and then HCFx2+Punch. I was able to do it 7 out of 10, which, at that moment, was very easy to me. However, I, somehow, do not know why I can’t do it anymore. I think the reason is that I haven’t played this game over two or three years.
P.S Daruna: Here is the combo in one of the vids done by Tragic. The vid is very old and I am not sure if it still exists at gamecombo.com Ok here it is:
Jump in HP, J.u.HP(jump-up HP) and then qcfx2+Punch. it is also possible for KIM.
The combo is very hard. I can’t even get the heck of it.
That combo sounds strange. R u sure it’s not MvsC2? Jumping up after jumping in would only serve to confuse the opponent. I know if someone did that to me, id punish for sure. Are they activating? using A groove?
do it
Its nothing new but , clip em then use the rageing demon…just about always works…and its funny to see there face when it happens
I can tigerknee (by qcf,uf,p) air fireball in C-groove, but can’t seem to do it in N-groove as the same motion gave me a ground fireball instead.
Any advice?
I believe that happens because of the short-jump issue. You might not be able to pull off the (air HVB, Tiger Knee motion, whatever you want to call it) as reliably in grooves that have short jump because you actually have to hold upwards slightly longer than you would in other grooves, and holding that direction that much longer forces the movements you performed for the fireball to be that much closer to being out of the engines tolerance range.
Yah I agreed on the short jump conflicting with tiger kneeing the air fireball. But I saw (think Ohnuki?) N-Akuma tiger knee a meaty fireball against a get up cammy in the evo2003 trailer, so I thought there might be a way to do it consistently.
How do you do his teleportation thingy? I’m finding it kinda hard =s (sorry, new-ish to the game…sort of, lol)
Easy, DP+PPP/KKK, kkk is the shorter and slower version. PPP is the faster and has 2x more length than the kick version. hope that helped.
I find it easier to perform and PPP/KKK with just PP/KK. I guess they just programmed it for 2, but tell you 3 to compensate for error I guess. About the AHVB motion, I find it easiest to try to a half circle motion starting from DB and just rolling to UF. It helped for me to clean up those type of moves. Meh.
Damn… is it just me or is it - sort of well… IMPOSSIBLE for me to do C.hp xx hcbx2 mp.
i tried doing j.hp, s.hp xx hcbx2+mp but i could only land it VERY VERY rarely. any more tips? im on a pad - i can not use a stick…
Strange… I can do it just fine in the arcades. Practicing at home, on a pad nets me almost nothing, since I can’t do loads of stuff on a pad.
Anyone know how to do his a-groove combo (the one where you cancel dp+k into hurricane kick on the way down)? Thanks for the help!! I would appreciate the entire set-up please.
setups:
- crossup j.MK, c.HP xx qcb+LK (2 hit), qcb+LK (1 hit)
- early anti-air dp+LP (1 hit)
- dp+K -> f+P grab -> qcb+LK (2 hit, do immediately after they bounce off the ground)
combo:
[s.HP xx dp+HK xx qcb+HK] x N -> (corner) [hcb+HP, s.MP] x N -> hcb,hcb+P
activate after the setups, do the super at the end, hardest part is keeping the first 3 hit repetions going
Thanks for the info ragnafrak, i appreciate it. couldnt figure out how to juggle that to save my life.