For links you don’t have to worry about the hitstun relative to the recovery. Basically, the link is as hard as any link can get because it creates a frame advantage of +3 which covers the startup of the ducking jab. If you want to learn the timing a little better try linking it with Ryu’s Fierce EX Super.
On a weird note, as mentioned earlier, nothing can be linked from the overhead if it’s done on a crouching opponent, pretty much removing the practicality. But you can always do it after a successful focus attack crumple if you want to end a match with style
towards the end of the vid there was a WTF moment when sagat was getting up and it looks like ryu dashed threw him to then be behind him… can it be done to and with all characters? is it a glitch? can it be done consistantly? is there a trick to it? looks like a nice crossup type moment with out jumping towards opponent…
Thx for the clarification TheMuffinMan. So F+MP sucks big time. Only useful to do some damage when they are blocking low and tech throwing all the time and keep them guessing what you are doing next.
What happened in the video was that TheMuffinMan did a short hurricane kick. Then he kept dashing forward and by the time Sagat recovers, Ryu is on the other side. We tested it with a forward hurricane kick and a roundhouse hurricane kick, but Ryu didn’t cross up with those. Look out for quick recovery because if your opponent jumps to his feet early, I don’t think the cross up will happen. Am I right about this, Muffin Man?
F+MP has much longer range compared to throwing (the same is true about pretty much any normal overhead in the game). This alone compensates for the lack of links out of it.
Andre80: So far I’ve only been able to do it consistently after a short hurricane. But, when playing friends who use Sagat, I’ve unintentionally done it after throws and SRKs. I’ll put some practice in tonight to see if I can uncover a 100% way of reproducing the trick.
I’ve been trying to analyze my game and figure out why I seem to be stuck on the 2k BP plateau.
I think my main problem is my reliance on crossups for big damage. When someone blocks it, I kind of scratch my head about what to do. So what’s the best option once your crossup is blocked?
I’m thinking throwing out a couple of c.lp is a good choice. If blocked then throw. If it connects then combo. Opinions?
You have so many choices after a cross up. You can c.jp -> throw | block string | jump straight up -> new combo | c.jp, c.jp, FA hit/block -> dash forward -> continue block string/throw.
That’s just some of the choices you have. Just try to be creative and mix it up. Keep the pressure on and keep your opponent guessing.
Yeah, regarding F+MP, I use it when the other guy expects a sweep.
For example, I will often start with the typical scrubby J.rh, c.rh combo, that will often make them think I am a sweep happy player…and then I will start using overheads to keep them guessing…and once they get used to that, I bust out other stuff.
Quick question. It seems like most of the BnB for sf4 all use the Hurricane Kick. Is there are particular reason people use that over the typical jump in, c.mk, fireball? So i guess what I’m asking is pros and cons of fireball vs hurricane kick in a combo.
Is it because the kick knocks down and the fireball doesn’t?
Also, how “safe” is it to combo into a hurricane kick if it’s blocked?
Thanks in advance. Sorry if these are all basic questions, but the last SF i played seriously was Super (not even super turbo).
Hurricane kick is good because it gives a knockdown, does good damage and has armour breaking properties. It’s not safe at all on block really since they can do a crouching punch and hit you out of it after blocking the first hit.
The classic j.hk, c.mk xx hadoken is definitely still BnB.