your dmg goes as:
80, 20, 30(24), 30(21), 70(42).40(24)
super of 400dmg comes in at scaling of 50% = 200dmg
Subtotal = 411dmg
You’d need your ULTRA to do an extra 280ish dmg… and it comes in at 40% scaling. Won’t happen
Look at the economics of it. You’d better off do a simple super and net in the whole 400dmg right off the bat (rather than an extra 11dmg) and come into the ULTRA with NO DAMAGE SCALING. Hm… I wonder how much damage that does? I’ll go test it now! **Edit:**Does 612dmg
So I ask about your string of choice. Why use j.mk? j.RH/j.FP will gather 100dmg whilst mk will only get 80dmg. Use that logic as a hint as to whether or not you should be using lk and lp in your combo.
lp and lk are for hit confirms. Not punishers.
And wasting damage scaling slots with weak attacks is not a good idea. By the time you get to the heavy’s and super’s… Ken is just too exhausted to do any damage.
That string does 681dmg. Hitting 2hits on fp.DP will get 643 as the following cancel into super doesn’t connect properly.
Close… but no fun monkeys for you!
cut out the srk cancel entirely as it added to scaling.
edit: for the record this was found cause i messed my combo up btw, was gonna go for srk > super but no go. i would imagine this is what you used? well, with a srk cancel into the super at least.
SEE ----- I did learn something! Was hoping someone could come up with something (even if accidental). It’s not that it is only 3dmg more… it’s the fact that we learn that you can take out a DP… and it will do more damage! We learn something interesting about the ultimate effects of DAMAGE SCALING. Keep things simple!
>>> Just for kicks. What is simply the most damaging combo? No restrictions. Do **WHATEVER **you want. It’s your rules. Only thing that matters is the end number and that it is a combo.
This is about overclocking. Do whatever it takes and tweak everything you can… just get the top score.
As it stands
j.rh, rh xxSUPER > ULTRA is the leader with 692dmg.
Heavily handicapped with restrictions. Only restriction in this new comp is… You must use Ken.
I must say that was probably one of the most productive discussion i’ve had on SRK yet and I’m looking forward to more. Thanks for the challenge gunslinger and i need to familiarize myself with damage scaling more. Thanks to all the people who contributed to the discussion too. :tup:
When you understand the basic mechanics of damage scaling you understand that if you want max damage, fierce/rh starting combos usually will do the most.
Jabs/shorts are great for hit confirming but not damage.
I really like #1. The only thing is I rarely save up for a super. I tend to use meter for things like c.mk, hado, fadc, c.hk (since I like to knockdown), ex tatsu combos and fadc to ultra combos. I also like to do a blocked c.lp, c.lp, hp srk fadc throw combo to try and catch the other player off guard.
What is the consensus on this? How does everyone manage their meters?
I’m not a great player but overall i tend to use ex meters for ex fb if im facing balrog. If not balrog then i mostly use it for ex tatsu cross ups on get ups and ultra (very unreliable but i use it when desparate) I also use it during fb trap situations so i do fb fadc and throw. Sometimes I do ex SRK anti air or get up ex srk to chip someone to death if i know for sure they’re gonna die. Good topic i wonder what others are gonna say.
General consensus with meter is to not bother with SUPER. It is far more useful in general fighting. SUPER will do 400dmg… but you can pretty much get around that mark using other combos.
With no restrictions I could get 717dmg using j.rh, rh xxSUPER > ULTRA
Was trying to do a infinite SRK loop… but can’t keep hitting it over and over again to reach 717dmg.
Here’s a question. How many loops can someone get with his DP cancel? I got 4 before messing up. It’s like patting your head with one hand and rubbing your tummy with the other. The repeated movements get to you
Okay, I could use some help guys. It’s mainly an execution problem. I’ve been able to successfully do dp fadc into ultra now, but I found out i have a major flaw, which is I can’t do that from the left side. I mean, it’s even worse than that. I can’t even cancel a dp into super from the left side. I’m using a stick and I have no idea how to make a double qcr more quickly. Any tips guys? I can do it pretty damn well from the right side, but it seems like my hand is simply not dexterous enough to do it from the left side.
16 on 1p side, 14 on 2p. My hands feel kinda weird now.
The most damage I got the loop up to was in the 550 range, starting it with a jump in RH cl RH hp hado fadc standing FP ex srk (2 hits) fadc ex srk etc.
I think I only did 7 or 8 from that combo though, the scaling is pretty harsh since its just that single hit.
I had the same problem. Using Ryu for awhile helped me with it. His frequent fireballs, FA and ultra usage trained that movement for me faster than using Ken does.
You could just tough it out and just sit in training mode and keep practicing with Ken. Either way… the only way to learn it is to keep on using the movement. Even Sagat will do.
One thing that might be useful with Ken or Ryu is to practice solely on fb cancel into super.
qcf+p, qcf+p
Don’t worry about the DP into super. Do the FB… it might help with technique… and it definitely is the movement you want. Eventually you’ll get more co-ordinate, confident and quicker. Which is important for the pressure situations where it really counts
Ya Vannuge, I mentioned some stuff in the sparring thread in regards to that as well. I’m in the same boat for the most part with the QCRx2. I’m ‘ok’ at it I guess (can pull it off when I don’t have to do it fast). I agree with Gunslinger’s suggestions. Well, all of it except playing with RYU! Just kidding, I really do hate Ryu though. But ya, I think if we just keep practicing it from that side eventually itll become muscle memory and will be easy-peasy.
Since we’ve been talking about combos/ damage scaling lately here’s a question… the most damage I can get out of an FADC -> ultra combo is 442. That combo is j.hk, cl.hk, hp srk, fadc ultra. I usually settle for a hit confirm into hp srk, fadc, ultra which is somewhere around low 300’s. Anyway, is there a better way to land this for more damage? (without CH that is)