I discovered this combo.
j.HK -> c.MK -> Hadoken -> Super
Just incase it hasn’t been posted up yet. The Super needs to come out right after the hadoken hits.
I discovered this combo.
j.HK -> c.MK -> Hadoken -> Super
Just incase it hasn’t been posted up yet. The Super needs to come out right after the hadoken hits.
why would we ever want to use that combo though? full meter, not a lot of damage compared to other options, and with a j.hk setup it’s not exactly going to be super easy finding openings to land it against a good opponent.
not only that but… i’m fairly sure thats a trial mode combo.
“Just incase it hasn’t been posted up yet”.
THANKS FOR THE POST!
yeah - unfortunately most of us already know about this.
and in relevance to actual ‘effectiveness’ of that combo - it’s good to end a fight if you can. But if it won’t… save the meter.
Everyone remember - we will never learn anything unless someone tries to speak up. PlatinumBD posted this just in case it could help all of us. This post alone beats many USELESS threads that are created every week.
As always I like your attitude, Gunslinger.
Quick question, so is this 3-hit chain a safe hit confirm if the opponent blocks?
cr. :lp: st. :lp: neutral :mk:
I’m not sure about the frame data / recovery of the neutral medium kick but it might be safer than the unsafe fireball as it pushes you away from the opponent to foward+medium kick range.
If the opponent does not block, carry on with your favourite combo.
Also I find neutral medium kick has use as a decent surprise/anti poke.
Edit: neutral medium kick has -2 frame advantage, 13 recovery, and +1 on hit. Fireball being -7, 44 and -3 respectively.
I guess that’s a win over cr. :lp: cr. :lp: cr. :mk: fireball?
Given the pushback from the c.LPs, the fireball should normally be safe on block. Don’t use it against somebody like Chun when she has ultra though, lol.
never mind, the above string whiffs on crouching opponents.
fireballs aren’t safe as ex, super and ultra will go through a block string that finish with a fireball.
Yea HK’s can work well in your cross up game[especially EX]. if u can land a successful HK cross up try following up with an Ultra/ or any of your BnB combo’s.
your choice bro.
I sware that last time I ex tastu cross-uped into an ultra the ultra was blocked after the tatsu hit. Is that a possibility if you’re positioning isn’t perfect?
Yes. Although the timing isn’t very strict, there is some timing required. Since it’s sort of a cancel, you want to try and execute the ultra as quickly as possible. Simply buffer the motion while you’re still in the air, then hit PPP right when you land.
man im havn some trouble with reversing crossups with a dragon punch, wich should i use, l m or h? i knw the inputs but most of the time i get beat out sumtimes i get luky n get 1 out but i wanna b able to do it more often just so i can be using all my options and yall knw playn ken, we need our options
The string will wiff on small characters but large characters can be hit by cr.jab into s. jab ect. However the way to make this string work on small characters is to begin it with a hit that lands on a standing opponent i.e a cross up ect. If the combo string begins with a standing opponent then the following attacks can go from crouching to standing.
As for the combo itself I think its easier to just hit confirm with a cr. Short and cr.jab (s. jab if you like) into a fierce dp. If the short and jab are blocked I go for a throw or another jab into throw ect.
Like he said s. forward into hadoken or cr. forward into hadoken is unsafe on block because people can do reversal moves through it.
so just a little tidbit of info i just found. veteran kens will probably allready know this but i just confirmed it today so this might help some of the other new kens.
anyways if your trying to counterhit srk > full ultra DO not use ex srk, from what i can tell using ex kills your chance of getting full ultra. i used to think i just missed the timing cause of ex but i have tried it about 50 times 1 hit fadc, 2 hit fadc and neither way will the ultra hit at the spot where f-ultra hits there.
i meant the useage for the combo is as a mix up when the opponent is expecting a throw or fireball in your block string, you chain a neutral medium instead.
I’m not sure about that. I’m pretty sure any counter-hit results in a FU. But then again… his ULTRA is so random that I care not to analyze it anymore. It just kills braincells.
How about we just look at it from this perspective - canceling a DP.ex into ULTRA costs A LOT OF BARS.
true that on the cost, i allways used it to pressure on wake at the end of a match (characters with escapes excluded obviously) that way even if they spam a dp out my ex dp still wins. but i digress i’m really pretty sure that you can’t land FU after ex dp fadc, i have got my timing down for ch srk > FU pretty well off hp srk but i really can’t get that thing to land after ex.
Quick question, does the Clownage combo require some sort of specific timing?
not too specific. just taunt right after your dash then srk out of taunt as soon as it will let you and you should pop him up into the air counter hit style, i geuss you need to time the ultra after the fadc if you do it on the second hit cause you need to let them fall down a little bit into your ultra.
Alrighty then. Thanks.
Does anyone use lk tatsu very much? I’m thinking about starting to use it just for quick tatsu mixups, like c.lk, c.lp, c.lk, lk tatsu followed by a throw or srk or whatever. I usually use hk or ex tatsu, and I’m just trying to think of ways to diversify my options.
How effective is throwing an lk tatsu into the mix in your experience?