How much damage does sweep ~ 5 hit HP MGB in the corner?
jab jab HK xx HP Jet Upper works fine on Sagat though. You can even cancel it into Super properly.
Randomly, it is possible to lp uppercut > hp uppercut Hakan.
I took it to the training room and every once in a while it will link on Hakan. I don’t know what the variable is but it works maybe 1/20 times. (This is not in the corner or off a counter hit btw)
thanks man this is so helpfull LOL
I am not sure if it has been mentioned yet, I am sure it has though. But people should keep in mind that you can cancel any target combo that ends in standing FP with super. I’ve found it pretty useful against grapplers who try to spin out reversal 360 grabs.
Safe Jump-in
Well, I apologize in advance if this is the wrong thread to ask this question but I always feel like most of my jump-in moves are getting stuffed (i.e. jumping fierce punch or jumping fierce kick):
What is the safest jump-in move with Dudley?? I feel like he always gets the bad end of the stick on trades and, since this game is like trade city, I always feel like i’m getting stuffed when I jump in. Any advice will help. Thanks.
j.Roundhouse is one of the best normals in the game.
That elbow is ridiculous. Anytime you’re in the air, and you want to press a button, chances are it should be Roundhouse.
non-neutral j.lk beats a lot of stuff and comes out a bit quicker,has almost no hitstun though. Stuffs some wakeup options.
cool thread
in corner, non meter combo
f+mk -> s.hk xx lp Jet Upper -> lp machine gun blow: 339 Damage
it beats
f+mk -> s.hk xx lp Jet Upper -> hp Jet Upper: 318 Damage
corner only
sorry if posted before
Dont sure if already known but you can link st HK after counterhit fwd HP from almost full distance.
Did anyone come up with a higher max damage combo than the 2 i posted yet?
Sad thing is that the combo is character specific. Works well on ryu though haha.
People should try these two more to see who they work/dont work on.
j.hp->c.hp->s.hk->mp dp->fadc->duck straight->corkscrew = 590 on Ryu
j.hp->c.hp->s.hk->mp dp->super = 611 on Ryu in the corner.
edit: Thats good to know Sharin.
Niice. A lot of my footsies games revolves around ch f+hp. This will make it ten times more deadlier.
Good find.
Counter-hit j.hp -> s.hk xx lp Jet Upper -> lp MGB -> Super = 598 Damage/601 Stun on Ryu in corner
It’s not character specific, it’s just harder to do on different sized characters. T.Hawk vs. Ryu vs. Juri, for example.
The combo you bolded uses ultra. I got 611 with a super in a combo.
Havent been able to top 590 with u2 in a normal non CH combo.
The only one I found that was even close was counter hit fwd fierce, stnd rnd house, lp upper, super= 586
In the first post there are some combo’s that use a st. forward into an uppercut. Is that really possible? I’ve been trying it for the past 5 minutes and it just seems impossible to do. It’s easier for me to cancel out of a cr. jab for crying out loud.
Edit: Just kidding. The combo I was referring to was a TC… :pleased:
For air to airs, I’ve always had the most success with Dudley’s forward. It was like that in 3rd strike as well.
Characters whom you cannot do cr.LK > cr.LP > st.RH xx LP Jet Upper on in the corner need to all be removed from the game.
I know hitboxes were funny in 3rd Strike but SF4 is RIDICULOUS!
cr.LK -> st.LP -> st.HK -> [Insert Special]
Love this combo because it starts with a low hit.
Really?
Hmmmm, interesting, I have been doing ok with strong and fierce with my air to airs, will mess around a bit with mk now, it seems like the range would be better for the afrorementioned punches, any reason why you have been going to the mk?