Unless I’m reading the frame data wrong, there’s more blockstun than frames between each hit so you can’t move until it’s finsihed?
Well it depends on when and how they block it. If you do a heavy kick hurricane kick and they block the first hit then immediately crouch block, then they can hit you out of the air as you go over the top of them. If they do a standing block the whole time then you end up at -6 for lk and -2 for mk/hk.
so my BnB at the moment is j.HK,c.LK,c.LP,c.HP but i have a hard time getting anything after that… i know i could do fireball or qcb+kick. but which is better? also, if its blocked whats the best followup, same with hit? thanks guys.
I would just follow that last uppercut with his RH tatsu, gives knockdown so you can reset the loop.
Sorry about the delayed response.
It pretty much appears that Sagat’s wake-up (when on his back) pushes him forward, so when characters (so far only Ryu) dash into him at the right time they end up on the other side.
Additionally, I’ve found a 100% way of utilizing this “glitch” that is likely to give you clutch wins. All you have to do is land a neutral or foward throw (shoulder throw), immediately do a LK Tatsu (very strict timing) which puts you on the other side of Sagat, and do a forward dash upon landing. This will teleport you behind Sagat which allows for a number of mix-ups. Enjoy :nunchuck:
Oh, and EX Super refers to the full bar super (non-ultra) if that’s what you were asking.
2 things I have yet to understand-
- Why players sometimes use j.hp instead of j.hk?
- Why they sometimes cross up with j.lk instead of j.mk?
- j.hp has better priority
- j.lk is better for tick throws because it has less hit/block stun and when your opp is in the corner you can fake a cross up with j.lk if timed right.
j.hp (J.FP) has better priority, but a much smaller hitbox…so its a tradeoff…you have to know when to use it to make it work.
Example: If I suspect the other guy is going to try an airthrow, I will use J.FP instead of J.RH.
Thanks for this info, very nice find… Couple of questions:
- the LK tatsu - is that just a quicker way to get closer to the opponent to the do the dash behind him?
- have you/will this work on other opponents that you know of other than Sagat? (doesn’t have to be %100)
Just to confirm these are the requirements for a more consistant execution:
- opponent = Sagat
- neutral or foward throw
- LK tatus (short/small hurricane kick)
- dash forward upon landing
Will not work on as you know of:
- other opponents
- normal knockdowns
Thanks again for the info, and again very nice find…
nice find. im gonna go try this
How do you links hits together? Im very new to this game and was looking at the BnB combos but i cant get the timing correct on anything other than jabs into shoryuken, or hadouken, or quick cancel moves. So how exactly do you time the three or four hit combos that include c.mk,c.hp or others seems like there isnt enough time to connect them.
practice the combos in steps and then add each punch or kick as you progress until you end with a special move. Its a lot easier for me to be consistent when i use this method.
Yeah, dude, you break them into pieces.
Example: Ryu/Ken Bnb - J.RH -> c.mk -> Hadoken/Tatsu/DP (pick one)
First, learn the c.mk->Hadoken.
Just work on it standing, with the training mode dummy set to STANDING, AUTO_BLOCK.
Once you have that down (and its one of the best shoto tools in the game btw), learn how to get the J.RH -> c.mk.
Then combine the two halves to get: J.RH -> c.mk -> Hadoken
:china:
This is good advice. I’d just like to add, though, that you shouldn’t be overzealous with the jump-in. Walking up and doing the c.mk xx hadouken works better sometimes. It surprises me how many Ryus i see around 3k+ who don’t use this basic combo. It works for punishing too, since it does more damage than a throw, takes only 1 frame longer to execute, hits low, has longer range etc.
Oh jesus yeah man…NEVER JUMP in unless its safe. Period, end of story.
When playing Ryu or Ken, I would say that 75% of the damage I do is from c.mk -> Hadou on the ground and throw/DP headgames where I bait the OTHER guy to jump.
But I was trying to help him with basic mechanics…so he should work on those jumpins until he has them down cold and THEN refine his game so he is always using the right tool for the job.
Yeah, for the love of god, once you have basic execution down, STOP JUMPING FORWARD without a very specific purpose.
:karate:
Hi, all! Total noob here.
Couple of things I’ve been having problems with, mainly in terms of combos.
Obviously, the SRK, FADC, Ultra. The number one problem I seem to be having is knowing exactly *when * to hit the focus attack. It rarely comes out for some reason, and when it does I’m so shocked that it actually does I forget to dash cancel.
Also, there are some major issues I’m having with links. Whenever I try to input - "c.lpx3, c.mk xx ____, I find myself too far away to do the c.mk by the time I land the third c.lp.
As for the rest of his links, such as c.lp, c.hp xx ______ , and f+hp, c.lp, c.hp xx ______ , I just don’t see myself ever being able to execute these consistently. I always manage to screw the timing up somehow.
Also, does anyone else but me find it much easier to execute the ultra and DP motion from the Player 2 side? Maybe it’s just the way I’m holding the stick.
Hey, I was wondering if anyone know how Ryu’s m.punch in air works.
It’s not as easy to do like in ST, but I can get 2 hits and can juggle into an ultra or super as well.
The main thing that’s random is sometimes the m.punch only gets 1 hit in, sometimes you cant even juggle to another m.punch for 3 hits. Does anyone know the correct timing to make the most of the air m.punch.
thx
im having trouble with the f.hp move…after the initial 2 hits, i cant seem to link into anything else
same with FA > F.hp…ill do the focus, dash, f.hp, but all i get is 1 hit…any help woul dbe greatly appreciated.
Example: F.FP -> Fierce.srk
Inputs:
Forward + FP, D, DF + FP.
The key is that the forward fierce punch doubles as the forward motion of the SRK…its a fast set of inputs…but its really just an SRK where you hit punch twice, once on the forward and lastly on the down-forward.
How on earth do you get the timing right on a FADC out of any special move, for that matter? I mean, more than half the time I accidentally do an EX move instead.