Ippatsuman combos and loops!
Yes. that chargeback attack is REALLY annoying for giants to deal with. I’ve found myself using meaties like 2C in the corner as PTX to try and prevent Ippatsuman players from doing this, and even then that’s a less safe option than regular pokes.
Can anyone transcribe these combos?
When I get home im gonna try to decipher these loops.Till then is anyone else working on it?
Its hard to tell exactly what he’s doing. It looks like j.C, but shouldn’t that knock them to the ground?
2A, B, 2B, C, 2C, A shoryu, IAD j.B, (land, 6B, whiff B shoryu, j.B), 6B, aircombo
loop part in parentheses
for whatever reason, 6B isn’t listed as a command normal in the OP.
you can also start this off an anti air assist:
AAA hits > (6B, whiff B shoryu, j.B)
I’ve been doing the loop with Condor assist like:
BnB > (call assist), 2C > 5A, 5B > (6B xx [whiff] 623B, j.B)
It doesn’t let you do more than 3 loops though.
(I haven’t been able to, at least.)
Possibly I can get the full 5 loops in if i skip the 5A - 5B part,
and do 6B straight from assist instead, like dori mentioned.
do you have to do it with 623B after 2c because i did it with A version. only managed to get 2 loops after the 3rd the fall. Should up my timing a bit.
I got 4 reps with 623A; the video says 1 to 5 is possible.
I can’t do it with 623B, or at least I don’t know the timing.
I’ve managed 4 loops into the air combo+reset for about 5/8s of Ryu’s life so far using 623B. Try delaying the airdash j .b after the 623a and try to get the 623a off when you are as close to the opponent as possible. Not sure if the latter helps at all but timing the airdash right seems to help
I mean starting it with 623B (after 2C or whatever, and I don’t think is possible) as opposed to 623A (which is what everyone uses)
you HAVE to do 623B during the loop, A doesn’t give you enough height to airdash
Corner Combo using Ippatsuman and Yatterman-2
A,B(2HITS),2B,C,2C,6C,623A,DashB,6B Pursue,AA,BB,Jump Cancel,B,C
Immediately upon landing
214C,P,A,B(2HITS),6B,Pursue,AA,BB,Jump Cancel,B,C
(the ground smash and the assist must be done at the same time)
Immediately upon landing again
214C,Baroque,SJ,AA,BB,Jump Cancel,A,B,623 A or C,Delay,623 AB
this combo does 34,276 Billion damage before the grab.
also note that the amount of Baroque I use was less than 10% and yes this combo can be megacrashed out of
Does Ipatsu’s DP have invincibility at all? How good is it as an anti air?
I don’t think Ippatsuman’s DP has any invincibility. It does have the fast startup of a Ryu DP and is decent as an anti-air, but it’s strengths lie in the ability to air dash after all versions, create mixups off of the A version, loops with A and B versions, and CGoH-like Ken runaway with the C version.
Heres one I use personaly does 18.5 to Ryu needs 1 meter
2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)
Or
IAD-J.B 2A>5B(2 hits)>2B>5C>3C>J.AA>J.BB>DJ>J.BB>236C>236:p::p: (special)
learn to do 2C xx 623A, IAD B, 6B
replace that with 3C in your combo
any advantage to using 236C (rainball) over 623 A before the super?
Does 236C even link after J.AABB jc j.BB? Pretty sure they meant 623C and 623 Special.
I figured. I just didn’t wanna try to anti air DP and get killed for it not knowing, lol. I was thinking " damn this thing is too good… it CAN’T be invincible."
What i have been doing in the corner is. 2A>5B(2hits)>2B>5C(here you can 236B BBQ repeat) 2C>6C>623A>IAD>J.B>6B>J.AABB>623A>DJ>J.AB>623A>delay super, Also want to know what you guys think of this don’t do the BBQ in the beginning and once you get the the air part do J.AABB>DJ>J.BC>land>214C BBQ>SJ AABB>623A>J.AB>623A> delay super, its pretty hard and idk if its worth it buts it’s pretty cool.
Anybody have any interesting uses for his dashing diagonal uppercut besides runaway?
I use it for baiting opponents out when they IAD or to just catch them by surprise into free damage.