I’m playing on a TE as well and have the same problem from the left side. What I’ve figured out is that I get EX fireball/SRK if I don’t completely go to :r:. It feels almost like doing a TK motion from the left. Look at your hand/arm when you play. You’ll notice that your arm is positioned not straight up (12 o’clock) but at an angle (around 1 to 2 o’clock). Thus, when you want to hit :r: in a swift/smooth/wrist motion, you’ll need to go a little higher than what you THINK :r: is. This slight arm angle is why doing the ultra (any curve motion combo for that matter) from the right is easier as you to don’t need to go what you THINK is full :l: to complete it (but your hand is actually hitting :l:).
No, the lp srk to ultra only works as an anti air.
God, I hate this combo so much. Too often do I accidentally do either a C.HP or EX srk instead, and on the rare occasion that I am able to cancel, I either forget to dash or I’m too flustered to remember to do the Ultra motion.
Everyone else is making it look so easy, and the only way to get it to come out is to be fast, so you can’t practice it any other way except fast.
Oi.
And, Thor, it’s not about accuracy here, it’s about speed.
Lets assume that you can actually hit the FADC perfectly 100% of the time.
EVEN if that were true, you would still have problems when playing online…as links of 1-3 frames are in the range of 17-60 milliseconds…and you can easily have a ping of 50-150ms…which would mean that hitting certain links would be literally impossible.
Now…lets get real: No one hits those links 100% of the time…even tourney champs mess up every now and then.
So…personally, I don’t spend the two EX bars to FADC moves online, pretty much ever.
I have kinda adapted my strategy to not rely on huge combo strings, and I put those EX bars to good use in other ways.
Its all up to you, but the unfortunate truth is that the answer to your question is probably different if you are asking about ONLINE versus in person matches.
I know it may not be 100% practical, but it’s just one of those things that I have to know I can do it. And right now, I can’t, so it’s a bit demoralizing.
I think mike meant the 2-hit f.HP after FA, not the FADC -> ultra…
what I do is dash (fwd x 2) RIGHT AFTER the FA hits. You’re actually buffering the dash. Hold fwd on the 2nd tap, wait for the dash to come out, then hit HP while still holding fwd. I had trouble with this setup as well when I first started but now I can do it 100% of the time. The key is to not wait until you get out of the long pause to input the dash command. You do it DURING the long pause.
Hope this helps…
P.S. also remember that the FA needs to be lvl 2 or higher for you to be able to start the combo
That’s what I thought too until someone post a vid proving its possible and I’ve done it in training in the corner. I think the vid is a few pages back and this was discussed back then.
If c.lk has +2 adv on hit, to connect with c.lp, c.lp has to be chained not linked right? So if I do c.lk, c.lp, c.hp, hk Tatsu I’m not canceling c.hp into hk Tatsu I’m linking it?
My TE stick arrived today and Im so horribly bad with it. Im really desperate and am thinking to get back to my fightpad I have 8000 bp with the fightpad but Im unable to compete with the stick. How long does it take until I have the same level with stick? I ALWAYS played with pad
I’m pretty sure there’s no way to link c.hp to hk tatsu.
c.hp gives only +2 on hit, which is much less than the 12 frames of startup for tatsu. For that matter, c.hp doesn’t link into anything as far as I can tell–you’d only be able to cancel after that.
I might be horribly wrong with my understanding of frames and such, so please forgive my potential noobiness
So is this just a weird anomaly of tatsu then…? Because the input is just like a cancel, and it doesn’t seem to link–it combos (cancels…), yes, but I’m specifically talking about link vs. cancel.
Same thing seems to apply for Ken, moreso even, unless his wiki page is wrong. It shows him at -4 on cr.hp hit O_o