ex scramble break -> hp stinger -> u2 = 572dmg
holy shit. dunno if this has been mentioned already
ex scramble break -> hp stinger -> u2 = 572dmg
holy shit. dunno if this has been mentioned already
LITERALLY EVERY COMBO IN THIS THREAD
like a billion times
hahahaha. Good shit.
cl.st hp far standing jab to u2 connects on Ryu and yun at least. Jab hits meaty. Yun you can sweep after the jab. good damageand stun from jumpin. Not sure who else sweep connects on.
cr mk should connect after the jab too for mixup if you want.
That sounds nice! Gotta try that later.
cl.hp, cr.hp, hp sting 318/444 (credits to doopliss)
E.Honda(s/c)
Dudley(s/c)
Gouken(s/c)
Elena(s)
Yun(s/c)
Dhalsim(s/c)
Abel(s/c)
Sagat(s)
Deejay©
Cody(s/c)
Hakan(s/c)
Blanka(s)
Zangief(s/c)
Rufus(s/c)
El Fuerte(s, animation specific)
Vega(s, animation specific/C)
Balrog(s)
Fei Long(s/c)
T.Hawk(s/c)
Adon(s, animation specific/c)
Yang(s, more reliable but still animation specific/c)
Hugo(s/c)
By animation specific i mean that the stinger might connect or whiff depending on where in the idle animation you connect with cl.hp. This means that there might be some wonkiness in regards to how reliably you can actually punish with this combo.
I managed to land the sweep on Ryu in the corner after doing jumping hp hp walk forward lp sweep. But really hard to do so dont expect the sweep to be practical on everyone. Works easy on chars like yun though
Im pretty sure c.mp, when comboed into, hit meaty often from what i saw. So i wonder if there is a way to combo her U2 from a meaty c.mp, or even c.hp?
already did that
Sorry for being a noob but what does xx mean? Does that mean you can use any version of the move?
I also see c, cs, cl = Are all of these close standing? Or are they all different?
I managed to land c.mp, c.mp, c.mp xx ex stinger against El fuerte online. I’m going to test some larger characters to see if it may be hitbox specific.
Edit: I couldn’t manage to land it again so it may well rely on hitting the first c.mp perfectly meaty.
There must be a page with all the notations on the webs…
xx means “cancel”, so you’re not linking a normal into a special, you’re canceling your normal into a special
As for c, cs, cl, I usually see people using cl for close standing, I don’t know if c and cs stands for the same thing
the newbie execution guide in the newbie forum which explains things for new players explains things. woah
cr stand for crouching
cl for close
using c is just retarded imo.
and when crouching you dont get cl.mp so cr.cl.mp is retarded too
standing you can use far fierce or far HP or just HP as cl.hp is for when you´re actually close
hence st.cl.hp is retarded
IMO
How do you guys feel about meter management in combos? Personally, I’ve been FADCing just any chance I get, but then again my local scene only really plays about a third of the roster. I’m worried I’ve been affected by playing Cammy too much, where meter is really just there to divekick get combos started. There have been a few situations where I’ve decided to hold onto it for utility but that’s been pretty specific so far.
I like FADC a lot with her too for the extra damage, otherwise air ex spiral (move is awesome). I should be using more ex daggers and have considered using her super more as I didn’t realise it was so quick.
ex daggers are good as they deal one million billion stun. i’ve been spending meter on fadc combos and ex spirals as well. ex divekick is alright but i’d rather use ex spiral in almost every case. i don’t feel like there’s a whole lot to manage about her meter right now, i just spend it depending on what oppurtunities arise. stinger fadc backdash is pretty safe outside of ultras, so thats good too.
I find myself holding onto meter rather than using it for combos. I like having multiple meter stocked for Spiral Arrow/Scramble/Hands.
Her Super is very useful, it does a pretty decent damage, 350 (only a few Supers in the game does more than that) and it’s so easy to use it during any strenght of Daggers
But usually I’ll FADC a Stinger any chance I can, either for the safety or the extra damage from air throw