Yea I’m talking about cancelling. I saw a few times (Daigo?) from far away from the screen, hado, tatsu, hado. The tatsu seemed to be pointless but I noticed that the last hadouken kinda started while ryu was still in the air. It cut the tatsu short and he landed as he was doing hado. ONE time I saw (I think Daigo) a tatsu and then right at the end a dragon punch flew out (!) no landing from what I remember. It was just sick. Its on youtube somewhere. I’ll try and find it if I can.
Alright I’m still looking but I found a little something.
[media=youtube]KBzp2mwr0z4[/media]
^^^ He does hado tatsu hado in that one once but it wasn’t much.
[media=youtube]1GqyfnuhAiQ[/media]
^^^A lot of hado tatsu hado in that one. It wasn’t a cancel, just hado tatsu land hado. But still I don’t get why daigo does this so much (enough to not be a mistake). I still haven’t found the tatsu srk but I thought it was on that stage against gouki too. Could be wrong though. He may have done tatsu land srk but I won’t know until I can find it. All I know about that though is that it worked and I though it was awesome when I saw it.
its used to build meter
in ST i use hado, srk, tatsu. But only from full screen away
it is Not a cancel from teh tatsu.
you can not cancel out of tatsu from what i know.
The handouken/ tatsu is mostly to do 3 things.
1: build meter
2: get distance ( close up with oppponen ) ( zone )
3: play mind games with your tactics
As for teh tatsu cancel SRK, this can not be linked as well.
reason being is that normal tatsu does not give air born nor it finishes fast enought to SRK before the oppenent falls ot teh ground.
If you are saying a blocked tatsu and into a SRK looks like it is cancelled then maybe because of te animation mislead your eyes
but it doesn’t link.
hope this helps.
Ok thanks. Yea I’m sure it was just a trick of the eyes. I’m still going to look for it though and when I find it I’ll post it here. It really looked awesome (I thought) and took me by complete suprise. At the very least tatsu srk would be useful in mind games, it got me and I was just spectating.
keep in mind if you are goign to do a tatsu srk, be sure to have TWO EX meters ready for the cancel after teh srk… because if it don’t land, you aer in big trouble lol…
if it does land you can always link ultra.
should not be doing srk unless you are safe from retaliation.
Do you do that in every post on purpose? If you are I find that to be amazingly stupid.
On topic, tatsu has never been cancel-able in any game has it?
No its not on purpose, and yes I’m too lazy to fix it.
lol, l337 5p33k FTL
Anyone know how to link this combo together? j.hp -> close hk -> shinkuu hadouken? I’m not exactly a combo master, especially on the pad, and although I can get the forst two parts, I can’t get the shinkuu hadouken timed right so it combos. I’m doing Trial mode right now, so it’s not meant to be optimal or practical
Is there even a combo like that in trial mode? Tell me which trial it is and I’ll check it out for you.
It’s trial number 4 in the regular trial mode, it comes after a combo that is j.hk -> c.hp -> hadouken -> EX focus attack, which was difficult enough for me to get the timing down right, but I eventually did it.
This one I was asking about has much weirder timing, at least to me, because you jump in with the punch, land, hit HK and you get the axe kick, hits for 2, then I do the motion for the Shinkuu Hadouken and Dan blocks and it doesn’t combo. Sometimes I even get the hadouken out quick enough that the lettering for the other two moves is still in red, but it refuses to combo
EDIT: Hey, man, nevermind, I was playing Gouken’s trial mode stage 3 and he has a similar move where he cancels a close HK into his super. I had the timing off, I was timing for the move to come out after the second hit of the kick whereas you have to time for the first hit, my bad.Thanks for your help, though
Hahah yeah that got me too when I first started the level, then realized it’s after the first part of the kick hits.
What got me really stumped is i think trial level 2 or 3, where you have to combo a solar plexus strike (forward + Heavy Punch) into crouching heavy punch. That timing was insane. I only did it once and it was never heard of again.
Hmm…from the vids, Ryu’s Ultra makes ultra little damage. What’s up with that?
An ultraball of energy from the main character should be the most fearsome of all ultras.
Hell, it looks cool and I’m probably starting SF4 with Ryu anyway :wonder:
it is because its easy to link… but then again Sagat ultra is WAY EASIER to link and does massive dmg lol…
I guess they want teh bad guys to be overpowered!Q!!!
But yeah I don’t really like most of the other char since i prefer shotos…
Hopefully after teh console version is out that there will be more players will to waste $2 (NZD) per game and play me -.-
that one’s a real bitch. just got the game last night, tried for a solid half hour and still can’t get it. either the link from f+hp to d+hp screwed up or i can’t mash out the shoryu + shinkuu that link feels so late it’s real hard to time.
any ideas how to do the execution?
hmm i think what i usually do is f.hp then d.lp then d.hp tatsu…
but u guys trying out the trial mode which i dont have access to since i only play the arcade version.
But if its there, then its do-able. I could try it later and let you guys know…
so its >>>> f.hp > d.hp > hp.srk <<<<
I was practicing some combos in HDR tonight. Mind you, I am completely new to SF so I can barely pull off j.hk, c.mk xx hadouken. Anyway, I came up with some stuff as I tried to learn the major links and cancels.
First, tatsu srk: So I tried that tatsu, srk that I spoke about before. Turns out it kinda works, at least, I was able to copy what I saw. Basically you do mk tatsu then execute hp srk with the final input happening just at the end of the tatsu. You get a tatsu that appears to end with Ryu rising up into an srk. I guess the srk just executes on the first neutral frame after the the tatsu, its too fast for me to tell whether or not his feet hit the ground (though I know they must). It is really cool looking and it might be useful in some applications. Try it out and see what you think.
j.hp, s.hp xx hp srk: So I was messing around and managed to get j.hp, s.hp. Then I figured out j.hp, s.hp xx hadouken. And later I got s.hp xx hp srk. I couldn’t get j.hp, s.hp xx hp srk but I know it must be possible, plus I am completely new so I don’t expect to be able to execute even 1/4 of the combos. It seems like a good opportunity to land some major damage though, three fierce punch attacks linked… If this can be done in SFIV it would ring up about 328 damage I think.
Tell me what you guys think. Of course I am posting this here because I intend to try and apply this to SFIV. I was just in HDR because release isn’t until tomorrow.
most the combo u mention are known in most sf.
it comes natural for sf players like myself