Can someone who knows exactly how much frames + you get for getting a counterhit clafiry what proporties you gain, some people say its like +3, others say +2, others say depends on the counterhit strength of punch or kick. always comboed off counterhit without knowing the numbers, but now would like to know.
It depends on the move. In general, light attacks get +1 on counterhit. Medium and strong attacks get +2 or +3.
is there a place where you can see CH frame data?
f. MK should be able to link into itself on counterhit
so f+MK and f+MP get +3 frames on CH?
For sure.
CH f. mk links into ultra
CH f. mp links into st. fp
Yup, but if you’re going to get counter hit liverblow, why not do crouch fierce after (granted you have meter)?
CH. f+MK to super does 475, pretty good, is there a shortcut to CH f+MK to Ultra?
I just link it, but you should be doing a combo. Counter-hit liverblow > Ultra 2 is 477 damage. Counter-hit liverblow > crouch fierce > crouch roundhouse xx ex mgb > duck straight > ultra is 586 if you get all the hits to connect and it requires the exact same timing to land crouch fierce AND you can plink it.
When going for a punish/counter-hit setup and you have at least 2 and 1/4 meter you should try using:
cr. fierce > st. roundhouse xx lk. duck upper xx FADC > st. jab > st. roundhouse xx EX MGB > duck straight > jab MGB.
This does well over 500 damage, about 800 stun, and can leave you with potentially half a super meter if you start from full. I think it’s a much better option than comboing into super because of the sheer amount of stun, while still leaving you with meter upon completion. I’ll get the exact numbers later on.
This is definitely a combo worth learning as it pushes the opponent pretty much in the corner, unless you’re all the way on other side of the stage. It has two one frame links (one plinkable) but it’s worth it since it pretty much guarantees you the round while saving you EX and Ultra meter for later hit confirms.
Personally, I’d drop the middle part if I have ultra just so I can go straight to ex mgb> duck straight > ultra. Not as much stun, but plenty of damage, untechable knockdown, and you push them far away with Ultra 2. Doesn’t that combo have 3 1-framers if you do it off of counter-hit liverblow?
Also, you can get 606/602 damage in the corner with counter-hit liverblow at the cost of all your meter. CH liverblow > liverblow > st.roundhouse xx jab JU > jab mgb xx Super and CH liverblow > cr. fierce > st. roundhouse xx ducking upper xx Super.
I think it would be a waste of ultra and super meter to use this combo instead of the basic cr. fierce/kidney blow > st. roundhouse xx EX MGB… The purpose of this is to inflict major damage and stun while gaining at least one bar of EX meter and conserving your Ultra. This combo will put them in the corner. Even if the knockdown is untechable, this does huge damage to them psychologically since if you landed this combo off of a reversal punish they should be hesitant to do it again. There should be no reason why you should lose the round after landing this, since you should have a huge advantage over your opponent.
That’s almost impossible to hit confirm, let alone pull off consistently. Cr. Fierce > st. Roundhouse on the other hand, isn’t.
I see your point. If I do have ultra, sometimes I find that I don’t use it a lot just because of how matches go. That’s why I don’t mind tacking it on. The timing for counter-hit liverblow > crouch fierce is really not that bad to pull it off consistently. You would think so, but you can get the timing down fairly well in like 15 minutes. Of course, I would never try something that technical online. The hit confirming part is hard, but if I’m fishing for a counter-hit, I’m committed to it so I honestly just throw the move out expecting it to combo. Is it a waste? Kinda.
Just wanted to say that this is a very well done guide! Nice and classy. :china:
I think the combo off a cr.lk should be into a s.lp instead of a cr.lp. Sure it whiffs on crouching people, but only on hit. So you’ll lose a combo when they manage to get hit by your cr.lk but aren’t standing - on wakeup this is basically impossible if you do a meaty cr.lk unless they actually are holding down forwards. If they crouchblock the cr.lk the s.lp will be blocked and you’ll be +3. This combo also makes the s.hk link easier. I mean, it’s already pretty easy, but you know it can’t hurt.
You could also do cr.lk -> s.mp but I don’t think you can combo into s.hk off of that. You can get a cr.mp though.
I’ve been trying to do level 3 focus -> backdash -> f.hp -> s.hk in training mode but I don’t think it will work.
I’m pretty sure the level 3 focus thing won’t come out because the backdash is slow, unless the amount of crumple time differs between levels 2 and 3. If there was data about how long they are crumpled, you could calculate it, but I don’t know where to find for how many frames a person is in the crumple state before they switch to the airborne state.
Just looked, and Dudley’s backdash is only 6 frame slower than his forward dash, but you also have to account for hitting with the tail end of the slide punch in terms of how many frames it takes to land the hit.
You can totally get the non-reset on the f.hp punch, it’s just the matter of it hitting meaty or not.
Just threw it into training mode and I can’t do it at least. It doesn’t look like it hits meaty to me.
Also just learned that cr. Roundhouse > short ducking straight > jab mgb xx Rocket Uppercut does 1 point more damage than cr. Roundhouse x 3 > Rocket Uppercut
When I guess right on jumping over a fireball, Ive been doing J. HP > F+MK > ST. HK xx HP Jet Upper.
It’s only a 5 hit combo, and does around 410 damage with no meter used. I’ve also been using this as a punisher against whiffed specials, just taking out the Jumping HP from the beginning. You can easily plink the HK after the f+mk so the combo is pretty braindead. Me gusta…
I’m having a problem doing f+mk, st. hk xx lp JU, is this a one frame link? I can’t seem to get the timing down for this