There probably shouldn’t be a situation where the second hit whiffs.
Although i have had it once but i expected it, Bison did Ultra I and went miles away and i wanted to punish so i did an Ex Palm, hit him with first hit but not second.
Luckily i KO’d him with it.
A Ex Demon Flip would probably have been better.
The only thing i can think of is to FADC the first hit if you know it’s going to miss it’s second.
Followed up by a cr.lk > lk.DF - Grab maybe?
Well the problem is, it’s pretty tight. It’s not HARD to do offline, but the timing is fairly tight, tight enough that playing online a couple frames of lag can mean the difference between a sweep or throw.
I thought it wasn’t possible to catch crouchers until a few weeks back. The hitbox is good horizontally but very strict vertically. I don’t see that happening but It should be adressed in the 2012 patch… =/
Does Gouken have any normals that causes the opponent to stand, of which can reliably used in a tatsu combo?
I know f.MP(Overhead) does but it can’t be combo’ed into anything.
I never use Tatsu’s unless it’s after a Backthrow, Ex Palm or Anti-Air, because i feel it’s too risky.
I’ve have a little play around but if the dummy is set to crouch my tatsu’s combo’s whiff.
But all of the cool mixup combo’s seem to involve tatsu.
Cheers!
PS: I could hit Crouching Ryu with all Tatsu’s if he wasn’t doing any moves at several distances.
With a counter hit it should be +5 since frame data says +2 on hit. In 2012 it will be active for 4 frames, so if you hit on the last frame and counter hit you should be +8 if I’m doing my theory fighting right. Kikui would know for sure.
Depends. Lots of middle strength normals get only +2 on CH with many exceptions (with some even having +1). It can only be found out by testing whether you can combo certain normals after hitting with it.
Is there a way to consistently perform the fake crossup (mainly after knockdown with my opponent in the corner) with j.LK? Is there a specific timing/distance for it? I mean, I can do it if I move back a little, but if I have to move back to get it to work, then I might as well use j.MK instead.
Most of the time I try this, the jump attack crosses up instead and I put myself in the corner without being able to follow up with a combo since j.LK has so little hit stun.
It should be +3 for every middle normal(and every heavy). The only exceptions I’ve noticed is overheads(maybe other command normals have it too. theres not a lot of documentation on this), which are +2 on mediums and +3 on heavies(I’ve only ever confirmed with characters I play so I am not sure about the whole cast, though the heavy overhead thing I tested with Sagat).