what about stun on both of those?
Can anyone confirm any U1 fadc/combo/links? Dunno if this was asked.
Okay I’m confused now. Against whom does s.hk xx hp jet upper xx super work mid-screen?
Edit: Currently f+mk xx s.mk xx s.hp xx super seems like it does the most damage for a hit-confirmed super and is completely safe. Should this be considered the most hit-confirmed super damage?
cr.lk -> cr.lp xx s.hk xx lk ducking upper xx super does a few points less damage and starts off a low though.
Does s.hk xx hk ducking uppercut combo? I actually played super a bit today and I think I did that. This is probably a dumb question but can you combo something like s.hk xx lk ducking (empty)-> cr.lp/s.hk?
s.hk xx hk ducking upper works on everyone.
I didn’t have any luck doing s.hk xx lk duck, (link). If that worked, it’d lead to an infinite with s.rh xx duck, s.lp, s.hk, duck, repeat.
I wouldn’t count something like that out though. I’m sure he has something to exploit that doesn’t cost any meter.
You can do s.hk xx hk/mk/lk ducking uppercut combo, all forms of kick work, and each kick version does 200 damage including the original s.hk. As far as I can see, s.hk xx lk ducking empty -> cr.lp/s.hk doesn’t work. His ducking empty’s are just too slow.
In the corner you can do Sweep, Duck Straight, HP Jet Uppercut, Super.
You are better off doing the LP MGB, instead of 1 hit HP Jet Upper, for more damage in the corner though right?
You’re probably right, I’ll have to check the damage myself.
Yeh it does aroun 30 more damage with LP MGB.
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Stun and Damage for Super Cancels from cr.LK > cr.LP starts:
cr.LK > cr.LP > st.HK xx HP SRK xx Super 412dmg 368stun (HP SRK second hit whiffs against some of the cast)
cr.LK > cr.LP > st.HK xx LK Ducking Uppercut xx Super 408dmg 368stun
Corner combos:
cr.LK > cr.LP > st.HK xx HP SRK xx Super 436dmg 368stun
cr.LK > cr.LP > st.HK xx LP SRK > HP SRK xx Super 414dmg 363stun
cr.LK > cr.LP > st.HK xx LP SRK > LP MGB > Super 432dmg 393stun
Yeah, for enders, DP is the worst option from what I’ve seen.
Most <--------> Least (in corner)
Super > Upper > Scoop > MGB > DP
For midscreen
Super > Upper (straight does the same I believe)
Does the Jet Upper do more stun though? After two high/low combos into EX MGB / HP Jet Upper, your opponent will often be stunned. So I’m wondering if on the second high / low combo (assuming you land it), it migth be better to finish EX Jet as opposed to a Sweep, to ensure you stun them.
Wouldn’t sweep x3 -> super be better though?
has anyone tried combo’ing rolling thunder at all?
I know it’s clearly not as versatile as corkscrew, but I’m still curious.
Sweep x3 -> super is a better option and much easier IMO.
Rolling thunder can punish sonic booms from a decent distance. Obviously if it goes through that it can get most fireball throwers from almost half screen. Other then that its not really worth it considering options off ultra 1
Was it a low punch sonic boom? Having rolling thunder should be reason enough to reduce fireball zoning. I may pick it up for Ryu and Sagat.
Yes 100% positive. I just did it on reaction in training mode from about 2/12 3 character spaces away. I pushed guile all the way in the corner and backed up till about the 3rd line on the floor in training stage… pretty far to punish a sonic boom
Has anyone found any decent combos using Rolling Thunder(Ultra I)?
Had some time to do some more testing. Ultra does not add stun
So yeah, for stun, always do ducking straight/upper (midscreen, MK duck~upper is guaranteed unless you really mess it up; straight is harder to land)
Stun values on specials:
LP/MP/HP/ex DP: 150/170/200/200
LP/MP/HP/ex MGB: 100/150/200/150
thunderbolt/ex: 200/220
ducking straight/upper: 200
swing/ex swing: 200
Last two moves, stun is consistent, regardless of strength.
I’ve tried a lot, only think I can manage to get is J.HK -> Rolling Thunder