the link is horrible yeah. But if you have good timing and you plink it with mp, it should be ok. Hell, I got it down on a pad bfore moving to a stick, so it definately is possible (personally, I just look at Ryu’s hand that comes backwards and hit the button when the last part of the glove is visible, maybe that will help)
True. And thanks for the tip. So does adding the c.lp actually reduce the damage because of scaling? Sorry, I’m a LONG way from my PS3 at the moment (in another country lol!).
yeah, the only reason for the c.lp is to ease the link, it reduces damage by (ummmm… quick bit of maths)… about 60, something like that. End of the day, if you cant hit te c.fp, then deffinately use the lp, 60 dmg isnt that much of a sacrifice. Oh, ignore the tip - I was thinking about the wrong move. I think for f.fp I watch his head. I’m not next to my PS3 right now, so I cant check. It might help, however, to think of the move in 3 parts. The start-up is 17 frames. you then have 2 hits of two frame, then 18 recoery. Basically, the move is mirored. The time between pressing f.fp the first time and getting the first hit is the exact same time you need to wait after the second hit to press fp again
heres a brief diagram, as I described that really shit.
PRESS FP ----- TIME 1 -----> HITS, HITS AGAIN------ TIME 1 REPEATS -------> PRESS FP
hope that makes sense.
Otherwise, look at either his feet or his head. His head goes up when he’s ready to hit again, and his feet turn. Different people respond to these signals in diffrent ways, so use whtevers best for u.
After having another look at Mickey D’s fantastic blog (http://oomickeydizzleoo.blogspot.com/) I thought that his conclusions about the optimal non-EX combos might be worthy of discussion. Take a look. What do you think?
Mickey Ds Best Combos
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BnB Combo:
c.lk c.lp, c.hp, hk hurricane: 214D, 400S -
Punishment Combo’s:
c.mk, hp shoryuken = 230D, 300S
c.hp, hp shoryuken: 260D, 400S -
F+hp Combo’s:
f+hp, c.lp, c.hp, hk hurricane: 314D 450S
f+hp, s.mk, hp shoryuken: 318D, 360S
FADC Combo:
FA lvl 2, f+hp, s.mk, hadou, FADC, c.hp, hp shoryuken: 381D 540S
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Super Combo’s:
c.mk, hp shoryuken, super: 470D (500D if c.hp is used instead)
f+hp, hp shoryuken, super: 520D -
Ultra Combo’s:
hp shoryuken FADC Ultra: 381D (at times 291D when anti aired)
c.mk, hp shoryuken FADC Ultra: 424D (454D if c.hp is used instead)
F+hp, hp shoryuken FADC Ultra: 474D
So I was thinking of punisher’s for minor whiffed specials like jab.dp or jab.tu. As you know it’s very quick and is very hard to capitalize on. Most people would only use a combo like c.forward -> tatsu (190ish dmg) or c.fierce -> dp (260 dmg); however, choosing one over the other is dependent on distance. You can also substitute the finisher with an ex tatsu (200 dmg) which obviously requires 1 ex bar.
So what about a combo that will compensate for distance and give you over 300 dmg, but requires 2 ex bars. For example, a c.strong -> hado -> FADC -> c.fierce -> fierce.dp (330ish dmg). You can use c.forward too to replace strong. A 30% lead seems feasibly in this situation. What do you guys think? Feel free to throw in other combo’s and your opinion on the situation.
edited above.
I read somewhere that LP and LK give an extra +1, all other normals give extra +3.
No idea if that’s actually true. Can anyone confirm/deny?
The problem with this is the distance. In order for C.HP -> Shoryu to combo, you need to be pretty close to your opponent after the dash-in. As for an FADC punishing combo, you want to use CL.MK -> Hado because CL.MK moves Ryu forward, making the C.HP/CL.HP -> Shoryu comboable. Anything else besides a HP -> Shoryu ender(c.mk - > tatsu per say) is not worth the meter.
If you’re not confident with your FADC combo timing, C.HP -> EX tatsu is the other option and is well worth 25% meter.
In this video http://ufragtv.com/recorded/video/20990
at around 2:10 or something Valle knocks Rufus out of the air with J.HK and seems to dash cross him before he falls to the ground.
I tried to reproduce it with no success. Is there any trick to it?
Well he got anti-aired at the apex of his jump which allowed alex to land first and dash behind ken i. It also may be character specific. Some characters like bison and dhalsim tend to float.
The reason why I use c.mk, uppercut is because of the range variations that deal with s/c.hp’s. The ranges for the fierces are terrible, and in most cases, c.mk can actually reach them. I wasn’t implying to do c.mk, shoryu at max range…these are for when your outside of c.hp range, which happens a lot.
As far as the “plinking” combo’s…those are fine however I’m not at the point where I can hit “F+hp, c.hp” 100% of the time…in a tournament standard, I’m not ready for that combo. I’m working on it, but more or less, the combo’s listed above are REALISTIC as hell and fairly easy to do as well.
As for my SADC combo…you can’t DO “f+hp, c.hp, hadou, SADC, c.hp shoryuken” because the c.hp pushes the opponent away to far…by doing close s.mk, the push back is enough to completely hit the meaty part of shoryu (160 damage…compared to the weak 70 damage).
Why would you change c.mk, shoryu, sadc, ultra…to c.mk, ex hadou, sadc, ultra? Is using 3 meters instead of 2 the flashy and cool thing to do nowdays?
I don’t think your understanding the point of the c.mk. The c.mk reaches FARTHER then MOST POKES and is CANCELLABLE therefore it’s prettttty valid to actually be doing the c.mk when your outside of c.hp range. The heat towards c.mk is pretty funny, because you don’t even understand how it’s being used.
General info: Scaling is: 100%, 100%, 80%, 70%, 60%, 50%, 40% etc.
no Mickey, lol. Using 3 bars instead of 2 isnt cool, its just a neccesity. If you can hit the opp with a sRK that can FADC, youre talking c.fp range, else, the SRk wont be in range to FADC, which means you have to use the EX FB. Why do you think Daigo does it this way?
‘I dont even underastand how its being used.’ Dude, why you slagging me off? lol. Test the combos. I’m half agreeing with the FADC combos, but the standard c.mk> SRK is just plain wrong. Using a tatsu instead will also give distance, and, as I said, if you can’t hit c.fp, you wont get the fulldamage on the SRK. End of the day, this is a dicsussion. No need to be patronising.
I just tested this in training mode and with your opponent on full health adding the c.lp only reduced the damage by 1 and increased the stun by 5.
Maybe as the opponents health gets lower the damage reduction increases?
Either way, i think with the easier link its definately worth the tiny damage reduction, and the little extra stun.
Oh and as for this…
This is the combo i use the most as i learnt it from MickeyD’s tutorials but lately i tried it with hp srk instead and it gives a decent damage boost, is there any reason that hurricane is a better option?
yeah; I tpushes the opp’ to the corner, where Ryu does his best damage. Whether you use tatsu or SRk is circumstancial.
Ah good point!
What’s your favourite way to deal damage in the corner then?
Once i get them there i don’t usually do much i wouldn’t do in the middle.
I think the only “corner” thing i do is ex tatsu, ex fireball, (sometimes) another ex tatsu.
Or ex tatsu to ultra.
Think i’ll still end that BnB with SRK if i was in a situation where i started the c.lk, c.lp and wanted to get off SRK FADC Ultra or needed the extra damage from cancling the SRK to Super.
Sound like a good idea?
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Depends on the opp. Most get kinda desperate once theyre in the corner, and will make more mistakes, you can get more pokes or whatever in on them. Also, chuck a LVL1 FA and dash forward to get momentum, can then throw or whatever. Also, if you do hit a poke, in the corner you can obviously get the ultra easily.
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Absolutely. If you have super or ultra go into SRK, but then its not really a BNB combo. With super, I often keep it in hand. It can be a good psychological threat. This depends on the character though. Like, against ROG, I wouldnt use it in a combo. Instead, I’d hold it to keep him from turn-punching through a FB - it gives extra pressure when they think that any mistake could result in the super (kinda like a small version of Akuma’s demon).
That’s just my opinion though. It works for me, might not work for others.
The fact the opponent is in the corner means their movement is limited to one direction only. Corner specific combos and tricks are cool, but the opponent’s limitation is your most important advantage in this case.
Also, ending cr.lk, cr.lp, cr.hp with a tatsu is tons safer. If you end with a Srk and happen to screw the cr.hp link, then prepare for eating a fat combo or ultra. Also, if you want to connect an ultra, then the simpler cr.lk, cr.lp, HP srk gives you an extra frame to link + simper motion = lesser chance to screw it.
I’m trying to learn Ryu (Guile player here) and I just can’t pull off his Shoryuken > FADC > Ultra. I can FADC no problem, it’s just that in training mode, the super keeps coming out instead of the ultra, even when I’m pressing all 3 punches. And I know I’m pressing them – I have Sanwa buttons and even the lightest tap will register.
Can someone help me out?
Turn on input display to make sure you’re hitting the right buttons, and set meters to refill, not inifinite.
I did have the input display on. I’ll try turning it to refill, though.