Need help with improving my timing

I seem to have major issues trying c.jab, c.jab, EX machine gun upper … I can do c.jab, ex mgu… I tend to practice moves everyday, but I don’t want to be practicing wrong and get stuck doing the wrong thing over and over.

Any tips or links to other threads that I maybe overlooked?

All you can do is practice really, maybe go into DeeJay’s trials because you might get a better idea for the timing for combos there. Also in practice mode make sure you have auto block on so you know you’ve missed the link.

One thing though, is I do find c.lp c.lp xx exmgu harder than c.lp c.mp xx exmgu or c.lp c.lp c.mp xx maxout, maybe you should change the second c.lp to c.mp.

The reason he’s not getting ex MGU is because he’s chaining and not linking the two c.lp’s. SF4 has this rule that you can only cancel specials off normals which have been linked and not chained. Thats why you can c.lp xx ex MGU but not c.lp c.lp xx ex MGU. Also c.lp c.mp is a one frame link and is actually harder to do.
Instead of tapping c.lp fast, leave an intentional pause between presses, just before the opponent can block and it should work.

I am pretty sure you can’t combo into EX MGB from a jab.

check the execution sticky

Just do c.lp > c.mp instead. Gonna have to learn to not mash eventually.

cr.lp has 6 frames of recovery and +6 on hit so that’s 12 frames available to do your next move
EX MGU has a startup of exactly 12 frames.

So your cr.lp ends on the same frame EX MGU would have to begin and since there’s only 1 input per frame it won’t work

Unless I’m misunderstanding how frame data works…

Ya as Starcade mentioned execution sticky has the perfect solution to links.

As has been said, you need to link and not chain the cr.lp. The possible links are:

cr.lp, cr.lp link is a 3 frame link with 1 frame for the ex.mgu cancel
cr.lp, cl.mk link is a 2 frame link with 4 frames to cancel to ex.mgu.
cr.lp, cr.mp link is a 1 frame link with 4 frames to cancel to ex.mgu.

It is possible, albeit difficult, to cancel a standing move into a move requiring down charge. You just have to be pretty spot on hitting the normal as you transition through neutral. It’s a matter of where you want to work on your timing. The st.mk may be a tighter cancel just due to the charge buffer window.
Also, unless you really need the second jab for hit confirming you’re most likely better off going cr.lp xx EX.MGU. If you use it as part of a jump in combo, or follow with EX.Sobat you will do more damage without the second jab, since it only does 20.

the cancel has a hitstop window so the 1 frame cancel is…i think 8 for light attacks?
so i wouldn’t worry about that in combo difficulty, i’d go for the easier link unless you learn to plink the cr mp consistently.