I’m actually aware of that, I just assumed that EX had more range. Thanks for clarifying.
Yeah, since I switched back from Akuma not too long ago so SRK combos feel odd, and now I’m trying to figure out if there’s anything I missed with that switch.
I wasn’t sure if this was widely known or not, but while I was doing some testing this afternoon, I found a wierd occurrence when fighting against Guile and Rose.
If you perform a cr.lk, st.lp on a crouching Guile/Rose, the st.lp always hits on the second active frame allowing you to combo into a sweep!!!
Not sure exactly how useful this is as it doesn’t work if you jump in, but interesting none the less.
And…
Something I never thought of doing before but I realised today that if you do cr.lk, st.lp on crouching characters, you can LINK an ex tatsu after the st.lp!!
This linked ex tatsu will hit with the knee strike and stand up the opponent for the full combo!!
Again, I don’t know how useful this actually is and I don’t know how many characters this actually works on yet as I ran out of time.
Dear G =p, It seems like you never watched this: [media=youtube]_qLU5xCO1ss[/media]
EDIT:
On rose, it is useful to do a very sexy long combo. But it is full of 1 frame links, like literally 9 1-frame links. This is the only combo I haven’t successfully performed while recording, and the reason for the combo video 2 delay.
That’s nice.
Yeah I thought about it, It actually depends if the Knee attack of the tatsu does more damage than Cr.hp. I mean, if st.lp hits on a certain croucher why not link cr.hp to tatsu. And also, I think cr.hp has more range than the knee attack of the tatsu, maybe not, am not sure. I think it can be a great char-specific combo maybe? We need to test, I’ll test it when I can. But it still sounds great.
And no I don’t think I know more than you =p.
Well the reason I thought it might be useful was against characters where the cr.hp whiffs when they are crouching.
I think the first time I noticed it might be useful was when practicing against Juri.
If Juri is crouching cr.lk, st.lp, cr.hp will whiff
If Juri is crouching cr.lk, st.lp works on hit but not on block
If Juri is crouching cr.lk, st.lp, ex tatsu (linked) will hit her with the knee and stand her up, leading me to believe that the knee has better range than cr.hp.
If you could get it down to using the cr.lk, st.lp, you could just go for the linked ex tatsu as a hit confirmed link, just like Ken’s fierce DP link.
Need to do some homework though to find out what characters it works on and whether or not it’s worth it.
I think I remember this working on Barlog and Seth as well, but st.lp needs link timing or something cos otherwise it whiffs… I wonder with the hitbox buff in AE, that this would no longer be possible? Or maybe moar possible on other chars? Dammit capcops, give us AE Ken on console already! (EDIT: Oh right, sweep is 7 frames now so of course it’s gonna work with any stand jab that hits… brain fart)
Interesting. I need to test this out tomoarrow morning, can’t right now.
EDIT: It the sweep combo works on Barlog but it’s not link timing, what I meant to say that the cl.lp is delayed, like you mentioned earlier/somewhere else. Also, for Seth, I couldn’t get it to work without cr.lk being counterhit… weird.
I hope I’m not repeating something already known, but a while ago I was fought a bison and had him locked into the corner.
After a fake crossup lk, I did cr.lk st.lk cr.lp cr.mp, and in that blockstring the cr.mp whiffs because of the spacing, but if they press tech, you get a free combo into sweep. It seemed like a pretty late counterhit. I think this hits on one of the last active frames if I’m not mistaken.
Characters in bold are ones that cannot but hit with a cr.hp after 2 hit chain of cr.lp/lk, cr./cl.lp under “normal circumstances.”
Some notes: cr.lp, cl.lp, EX tatsu seemed to not work as well on Rose or Balrog. In fact, I couldn’t even do cr.lk, cl.lp, EX tatsu manually on Balrog, Ken had to be on replay for the combo to work for me… weird. Balrog is an odd case in that the cl.lp in the chain has to be delayed slightly for him, otherwise the jab wont hit. But from jump-ins the timing is the same like for everyone else.
Here’s how the damage/stun comparison breaks down on a 1000 health character:
cr.lk, cr./cl.lp, f.SRK = 162 dmg, 260 stun
cr.lk, cr./cl.lp, EX SRK = 184 dmg, 284 stun
cr.lk, cl.lp, EX tatsu = 218 dmg, 300 stun (combo we’re focusing on)
cr.lk, cr./cl.lp, cr.hp xx f.SRK = 228 dmg, 400 stun
cr.lk, cr./cl.lp, cr.hp xx EX tatsu = 242 dmg, 400 stun
cr.lk, cr./cl.lp, cr.hp xx EX SRk = 256 dmg, 422 stun
With cr.hp xx SRK combos, it’s important to remember that sometimes you wont get all the hits, or SRK (not to mention cr.hp itself in some cases) might whiff completely. The above are the best case scenario/full damage.
I did a more thorough investigation on the characters in bold above. Here’s what I found.
Juri:
You can jump in and cross-up with LK and LP. You can jump-in with HP, MP, MK but not cross-up with those. It’s pretty hard to cross up on a crouchign Juri… so I would avoid trying to do so anyway.
El Fuerte:
You can actually do, cr.lk, cl.lp, cl.HP to force stand on him. Cl.lk, cl.lp, EX tatsu also works. Moving on. You can jump in with any button, but none of then can cross up.
Balrog:
Jump ins: HP, LK, MK, HK. All of them can cross up (except IDK about HK, it’s hard to cross-up with that, possibly impossible on a crouching character, anyway)
Rose:
Can jump in with MP. Can jump-in and cross up with LK, MK and HP.
Also, it’s possible to link LK, MK and HK tatsus on some chars, but usually not, especially not with jump in combos. It gets way too character dependant.
So, what are your conclusions on the matter G77? I personally don’t think it’s worth it to learn this combo and all its ins-and-outs, because of its diffulty and low applicability. It’s a 2 frame link, and the inputs can’t be mashed or short cut in the way a DP can. The input has to be pretty precise, and I’m not sure it’s very likely with 2 hit hitconfirm. I think going for cr.lk, cr.lp, cr.mk xx dp would be better in that it’s easier, it’ll work on crouchers, and it does like 190 dmg, 320 stun (but don’t quote me on those stats)…
Hey guys, sorry to detract to the discussion (and be a noob again), but what are the frames on Ken’s c.MP?
I’m asking this because EH says it’s +3 on hit, but on CH (I think) I was able to sweep so that can’t be right. The point is, where I can find a more accurate frame data for Ken? And if only EH has it, then how much is Ken’s c.MP on hit really?
On counter-hit you get additional frame advantage. His cr.MP is +3 on hit but counter hit he has enough to do another cr.MP but I don’t think he has enough for a sweep. Someone else should be able tell you though.
SRK has frame data on their wiki but I can’t seem to access it at the moment.
I think you’re probably right with your conclusion.
The only thing I’m gonna disagree on you with is it’s difficulty.
I actually find it very easy to plink EX moves and the leniancy on the intial qcb is fairly big. It’s not the movement timing you have to worry about, it’s just the button pressing!! Heck, you can do the qcb motion with your left hand, let go of the joystick all together and press the kick button with your left hand!!
I use my standard full plink (hp~mp~lp for dp’s or hk~mk~lk for tatsu’s) as if I was trying to plink the cr.hp link, but I do the DP/tatsu motion first.
For example, plinking the ex DP link after ken’s cr.lk, cr.lp BnB starter (a 2 frame link) would look like:
Because of the way the coding works, you’ll only ever get an EX DP or a jab DP using this method. The initial fierce DP doesn’t register even if you hit it at the right time for the fierce DP to come out. The Ex DP command that follows it 1 frame later will always override it for some reason, basically giving you 2 frames in a row where your EX DP will come out in. This makes the cr.lp EX DP link into a 3 frame link.
You can apply this technique to the EX tatsu link and also make it into a 3 frame link by plinking hk~mk~lk.
But I digress. I think that linking an EX tatsu is VERY situational and probably not worth working on…
I’ve actually done the combo a few times in matches now, mostly because I miss the the cr.MK (or whathaveyou) in a combo that I just link EX tatsu, and the fact that it got into my muscle memory with all the testing. I guess I did overstate the difficulty. Meh, it’s no harder than any other combo and not hard to hit confirm either. I’m gonna see what my success with plinking it is… I’m already plinking srks and u2 now thanks to you haha. I think as a force stand combo though it’s iffy because you’re gonna have to remember/be aware of who it works on. And really, there’s only like 4 characters that it’d be the “best” option, but as a BnB on standing opponents, it’s not so bad…
just a heads up , was messing round in training room , sick of stuffing up my safe jump j.fp setups on chun and eating ex sbk all the time .
Found the timing to always land inside her ex sbk and you get a free punish , i know you can just normal safe jump here and punish after blocking it but thought this was kinda cool .
i can do it at least 8 times out of 10 now , the timings really easy .
vid below