You are not releasing mp to switch to lp fast enough…you’re getting negative edge. I had to consciously train myself to lift my finger off mp before ending the motion and hitting lp. If you use stick, it should sound like a quick one-two tapping rhythm.
you are getting “negative edge” on the mp. the game counts “letting go” of the button as hitting it when it could apply to activating a special move. So, the two ways to fix this:
hold the mp button down until the fireball is out.
I’ve been training to use negative edge to land super after a palm or fireball. I have a hard time consistently getting super the “standard” way because I try to go too fast and end up mashing out all sorts of crap. I still find the timing weird. Even weirder is doing tatsu xx super. Yucky.
BTW-if you see someone do this after a back throw, they are risking missing it or messing up inputs so they can net 1 more whole point of damage, but you do get some extra stun.
well to be honest, the easiest one is hado to super, because you only do one qcf after the hado motion(so the game mechanics apparently reads 2 qcf) and the super will come out really fast, but palm or tatsu or counter is a bit tricky because you have to impact the opponent, i usually mash them because every move’s timing is different
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Best BnB combo
Best punish combo
You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you
You should probably ask Amigo , since he can whoop up all of us online warriors with any chracter except gouken. He’s our spokesperson and he’s MIA…were concerned as to his trollbeing
…
Good suggestions AOS.
Question Emmanuel, for punish does that suggest a dash in for punish would be acceptable?
Hmm, I never thought about that. I’m trying to make a list with practical combos, that a skilled player would use in real matches, so I don’t know…I guess if is practical, then, yes, use a dash in
Hold down back, when the attack comes out that you wanna kongo, kongo by moving to down forward then to down back again and finish by moving to down forward one last time and hitting 3p.
FYI - Sounds intermediate but its hella hard to do let alone pull off in a match. You have to basically know EXACTLY when the attack is coming because you have to cancel the first frame of the kongo animation into the ultra.
I hope you’re talking about kongo FADC denjin which means you:
1)Kongo…
2)Focus dash forward…(mp +mk + dash)
3)qcf x2 + kkk…spin the stick very fast to get the fastest denjin
You should be near the corner for the best results. If you aren’t, insert a mp. palm in between the dash and the ultra.
If you’re talking about kongo>ultra1…that’s really not a how but a when and I’ve only pulled it off once since the beginning of the game. It was kind of an anti-climactic event too because the kongo would have killed my opponent anyway but the ultra came out as an added layer of salt. I don’t even try to do it anymore.
I think I’ve done a Kongo cancel into Ultra 1 one time out of sheer reckless maneuvering on stick. It was so sick.
Basically gotta merge the kongo inputs and the Ultra inputs into one.
So to make a visual of what DEK said, because of the input leniency, Kongo can be performed by doing: :db::d::df::d::db:, and Ultra can be done with :d::df::d::df::f:.
See the :d::df: in both inputs? That’s where inputs can overlap.
You can do this kongo-cancel-into-ultra like this:
:db::d::df::d::db::p::d::df::f::3p:
Just remember that the :3p: has to come out before the kongo’s attack comes out.