The timing is pretty strict, and the damage is actually not worth it.
You should stick to doing a reset instead.
Using ex-rekka into U1 is a lot easier to do in the corner, just so you know.
The timing is pretty strict, and the damage is actually not worth it.
You should stick to doing a reset instead.
Using ex-rekka into U1 is a lot easier to do in the corner, just so you know.
ex rekka into u1 is a waste if it doesn’t kill. you want to land u1 on punishes, anti air, dp fadc u1, focus crumple, etc. doing rekkas scales it so much that you are left with no more damage then if you had done a follow up hp rekka combo. going for air reset into dash cross under/ fake cross under shenanigans are better, you get more damage and far more stun.
ex
cr.mk xx ex rekka, f.j.lp, dash cross under, cr.lk, st.lk. cr.hp xx ex rekka, j.hk, dash fake cross under, block (bait dp) or overhead, or throw, or the previous combo again etc.
credit goes to kaizer rose for the following reset.
ex rekka, empty jump forward. cr.lp (air resets the opponent), overhead, cr.lp xx lp/ex rekka
How do you guys feel about doing cr.mk-rekka-RF-Ultra.
It’s super easy to do, but it costs 3 bars. Still nice damage, which you probably won’t get otherwise with U1.
I’ve been thinking about going with U2 for this very combo.
Outside of landing U1 off a hp.ae on heavy characters such as Gief, Hawk and Hugo I don’t really land U1 that much.
Doing U1 any other way seems like a waste, since it’s scaled so bad.
it doesn’t get much damage tbh, u2 adds a bit more but your usually going to use 2 rekkas for a hit confirm, the red focus adds another 2 levels of scaling, i beleive ultra in a combo adds another level of scalling, and your going to get a nudered ultra. U1 is a great anti air, it gets great damage from a dp fadc, dp whiffs, focus crumple backdash etc. it gives you good positioning afterwards to land a meaty lp fireball from midscreen and a meaty hp in the corner for continued pressure.
cr.mk xx rekka, rekka xx RFC, ultra 1
390 damage 250 stun, 3 bars, full ultra
cr.mk xx rekka rekka xx RFC, ultra 2
408 damage, 250 stun, 3 bars, full ultra
cr.mk xx rekka rekka xx RFC, cl.hk xx hp rekka rekka rekka
306 damage, 400 stun, 3 bars
cr.mk xx rekka rekka xx fadc cr.lp, st.hp xx ex LMT
331 damage, 400 stun, 3 bars
cr.mk xx rekka rekka xx super
410 damage, 200 stun
heres a set up.
back throw (140 damage, 150 stun), j.lk, cr.lp, st.lk, st.mk xx mp rekka, rekka xx RFC Ultra 2 (280 damage, 295 stun)
so you get about 420 damage, 450 stun if everything goes to plan, with 3 bars and a full stocked ultra 2
that doesn’t take into account low health scaling either, and your j.lk has to hit, it could get blocked, and say on someone like cammy which the back throw, j.lk set up works godlike on, if she does dp, she flies away, with U1 you can option select it with the j.lk to get her from full screen if she does dp.
You can also land U1 off anti-air fireballs or anti-air trades from your AA dp or AA rekka (don’t try AA rekka too much though).
Can someone explain why the combo cl.mk xx ex.AE - cr.lp xx rekkas midscreen drops on Ryu point blank but works from a jump in i.e. j.hk - cl.mk xx ex.AE - cr.lp xx rekkas midscreen (only tried on Ryu so far)? Is it the hitbox change on jump-ins?
i dont know how i didn’t think of this on day 1.
overhead, cr.lp xx mk dp fadc u1
441 damage off an overhead.
you can do overhead, cr.lp, cr.lp, mk dp fadc u1 aswell if u need the extra hit confirm. u can link or cancel the jab into mk dp.
411 damage
i don’t think the extra jab is necesarry because you can visually hitconfirm it from the overhead because if they were crouching when u landed it its always a hit, and stand blocking gets you punished by a good player. either way your getting 400+ damage from an overhead.
easily set up too, you land 3 rekkas, dash up, j.hk safe jump, if they block, you can do 2 jabs, if the jabs or j.hk hit you can go straight into cr.lk or st.mk to rekkas and start over again. if the jabs are blocked, you can go into overhead and into fadc ultra combo i just posted. next time around you can do cr.lk xx rekka instead of overhead to catch them standing to block the overhead.
This thread is much appreciated. I just started playing around with her (he he) and she’s pretty fun. I was hoping her rekas were as strong as Fei’s, but it doesn’t look like it. But the combination of the rekkas, a firebal, and a DP is fucking awesome.
i dont know how i didn’t think of this on day 1.
overhead, cr.lp xx mk dp fadc u1
441 damage off an overhead.
you can do overhead, cr.lp, cr.lp, mk dp fadc u1 aswell if u need the extra hit confirm. u can link or cancel the jab into mk dp.
411 damage
i don’t think the extra jab is necesarry because you can visually hitconfirm it from the overhead because if they were crouching when u landed it its always a hit, and stand blocking gets you punished by a good player. either way your getting 400+ damage from an overhead.
easily set up too, you land 3 rekkas, dash up, j.hk safe jump, if they block, you can do 2 jabs, if the jabs or j.hk hit you can go straight into cr.lk or st.mk to rekkas and start over again. if the jabs are blocked, you can go into overhead and into fadc ultra combo i just posted. next time around you can do cr.lk xx rekka instead of overhead to catch them standing to block the overhead.
It’s a good idea to use the 2 jabs on block before the f.mk overhead because f.mk whiffs (goes over) some crouching characters point blank (like sakura, adon, guy, etc.)
Though might there be some good reset setups if you f.mk whiff cross up?
Not sure where else to post this… Just started playing poison.
Anyway here’s a combo with 9 fireballs, 4 focus attacks, and oodles of one-frame links.
After seeing Air at CanadaCup try and go for a full focus > HP Fireball > cl.mp > cr.hp xx w.e combo on a stunned opponent, it had me thinking what was more viable for poison, full focus + hp fireball or just a jump in hk. For most characters, a jump in is always better then a full focus, but now that I hit the lab and tested it out, Poisons full focus > hp fireball > w.e, even with scaling, is better and more consistant then jump in hk > w.e
Optimal Hard Punish Combos:
Mid Screen, Meter-less
Corner, Meter-less
Mid Screen, 1 Bar
Corner, 1 Bar
Mid Screen, 2 Bars
Corner, 2 Bars
Mid Screen, 3 Bars
Corner, 3 Bars
Mid Screen, 4 Bars
Corner, 4 Bars
Lvl 3 Red Focus Attack, HP Fireball, Cl.MP, Cr.HP xx LP Fireball FADC Cl.HK xx MP Fireball, Cr.LP, St.MK xx MP Rekkas [526 Damage / 585 Stun]
Did some light testing for some meterless/1 bar damage to see what is available.
Rolento
(corner, crouching)cr. hp xx mp AE, far st. mk xx mp WoL (324/490, just under a bar built)
(corner, crouching, 1 bar)cr. hp xx mp AE, far st. mk xx EX AE, cr. lk xx lp WoL (378/490, meter neutral)
Also midscreen this works on a good bit of the cast if you need more damage on a punish:
Close st. hk xx EX AE, cr. lk xx lp WOL (332/430)
Found this midscreen on a crouching Chun/Rufus:
Cr. lp/cr. lk, close st. lk, cr. hp xx EX AE, sweep (264/390)
If you take one step forward and jump, it safe jumps Chun’s reversal. Didnt test on Rufus though. I’ll test more later and post findings.
https://www.youtube.com/watch?v=y3SIXOumqjc
This was done a while back, but I think there is still room for another meaty rekka into jab (even with the changes to 1.04).
The first hit of the second rekka in this combo does hit meaty, but low jab is too far away to hit unfortunately.
You can link after rekka? O_O
How hard is it to get this meaty rekka? Character or just spacing specific? Either way, I’m trying this out.
Its a combination of both, but spacing seems to be the dominant key factor to meaty rekkas.
I may eventually make a video focused on practical meaty rekka combos.
That’s so odd since Rekka is +1 and only had 2 active frames meaning the best you should get it meaty is +2?
FA-Tool says +2 with 2 active frames.