You probably get a negative edge super. This can turn into negative edge DP after switching meters to refill in training mode.
Make sure to lift your fingers immediately after (or at the time of) dashing out of the FA, so that you are not lifting any fingers while performing the ultra 2xQCF motion.
Hey guys I had a question about how you all were executing your follow up to f+hp. I’ve been trying to incorporate f+hp,cr.lp,cr.hp xx special into my game for the added stun/damage or if I land a f+hp near the corner. I know f+hp, cr.mp is slightly better but I don’t think I’m ready to try to land that in a match yet, the cr.lp I have several times already.
I was wondering how you guys did your input for the cr.lp, I’ve been double tapping it, but it just feels like I miss it sometimes when I’m sure I should have landed. Is there a better method than double tapping here? Or should I just continue to work on my timing. The cr.hp link is pretty simple, I just p link it after I see the jab connect.
Also I heard double tapping is inferior to p link in sf4 as plink does 2 consecutive inputs while Double tap goes Input, empty frame, Input. Would it actually be easier to p link a cr.mp (cr.mp ~ cr.lp in this case) follow up or just stick with double tapping cr.lp?
This is helping a little bit. Oddly enough, I’m still getting the Super when I press the PPP button.
So I went to the arcade during my lunch break and decided to check out who was there. To my surprise the guy I beat couple weeks ago was there again. But since it was still earily not many much were playing. So I went on the other machine and played by myself. About 2 minutes later he sits down on the machine next to me. So here I’m thinking, “oh shit its that scrub”…I lost…2 matches. He didn’t get any better, but this time he was spaming inputs. I would be doing a link and he’s just mashing away at his joystick. I guess since i havn’t touched the game in 3 weeks cause of work, i wasn’t really at the top of my game, plus the fact i was fighting off the smell of body oder all over the dam place. So after work i’m gonna go practice at home, and if that guy is still there. He’s gonna get it!
RAGE!!!
so glad I read this post.
Two things:
First, a strategy I use that might be worth sharing. This is only really something I use when the match is really coming down to the last blows, and it can make or break the match. It costs a full super meter and a full ultra, which is why I only do it when I probably won’t have much chance to throw a super or play with the rest of my meter anyway.
If it ever comes down to it in the last match or so, and you SRK -> FADC and it’s blocked, people usually try to throw, right? Very rarely do they ever just stand there and keep blocking in anticipation of another attack, which is why launching into another SRK -> FADC works for me a lot of the time. If it doesn’t, you have no meter and nothing to show for it. If it does, 'grats, you just won the round.
Secondly, a question:
Like many, I just made the switch from pad to stick. However, I’m wondering what the most efficient way to pull of a crouch attack -> SRK is. I don’t want to get used to the shortcut, but every time I go for it, I end up getting a super instead of a dragon punch. I suppose I could reset the stick to neutral after the crouching attack, but it seems like that takes too much time. How do you guys do it?
Just my opinion on your tactic. I think your better off using your meter during the match and you really shouldn’t let it fill up to max except during certain match-ups. I normally don’t save full EX meter unless its bison, blanka, or honda. It’s very situational when I save full meter and I normally use 2 EX meter during the fight for a FADC into a mix-up of some sort. I think it throws opponents for a loop when your doing something like c.forward, hado, FADC, throw and go into another setup. It keeps your opponent on their toes and opens you up to do a lot more things.
DP from crouch is best doing 3236 punch or 1214 punch depending if your from the left or right side respectively. The combo I usually land it from is c.short, c.jab, fierce DP FADC Ultra.
Hey guys, couple of stupid questions here.
1.) What’s the advantage of have more moves in block strings?
For example j.hk > cr.lp > cr.mk > hadouken
instead of just j.hk > cr.mk > Hadouken?
2.) And what is Ryu’s highest damaging combo with meter and without meter?
Cheers
Newb question, what is FADC?
Changing up your block strings forces your opponent to figure out what you’re doing. This is where part of your mix up game stems from; things like tick throws and frame trapping. If you do the same string over and over again, you’ll become predictable allowing your opponent to tech throws easier, reversals out of moves, and obviously less damage output. Basically, block strings are a part of mind games that develops as you play an opponent.
There prob isn’t a straight answer for highest damage because it depends on certain situations, but this is what I think.
Damage is scaled so you can go into a long combo with high damage, but it’s very marginal damage in the long run; EX meter prob won’t be worth it. For example, something like AA jab DP super ultra is a lot of damage, but it’s dumb to do. Something like j.roundhouse, c.fierce, hado, FADC, c.fierce, fierce DP would probably be a reasonable move to do, but still its debatable. W/o meter would be FA 3, f.fierce, c.fierce, fierce DP. Very hard to do and practical, but only if you’re opponent is dizzied or crumpled. Like I said, there isn’t a straight answer for this question. SF4 isn’t that easy to say oh, you should always use this combo because it’s the best. It all depends on your execution and situation.
FADC = focus attack dash cancel aka SA = saving attack (same thing)
I know, I just wanted an opinion. I’ll try and implement that hadouken dash cancel combo then. At the moment I tend to just f.fp > f.dp because I haven’t got the cr.fp timing down yet.
Is anti projectile tatsu to ex-srk, fadc, ultra usable?
Tried it out of curiosity what you can do after an anti projectile tatsu. It’s really easy to hit it when the opponent is in the corner. From almost full screen you can use the medium tatsu and then ex-srk, fadc, ultra. I managed to follow up a mid screen tatsu into ex-srk, but i’m not getting this out consistently, so i think its probably only practical when the other char is in the corner, where it’s easy to execute.
Of course it needs 3 EX bars, but so does anti-blanka-ultra ex-srk, fadc, ultra. Same goes for ex-fb, fadc, ultra.
It does 420 damage when using the medium tatsu and 410 with the small one (but that’s not really usable to hover over projectiles).
You can also do an ex-tatsu after a medium tatsu (again, corner only) but thats a bit harder to get (only works when you hit the other person in the corner late). Damage is 230 or 240 i think, which isn’t that bad for a single ex bar. And we’ll i’ve seen people doing corner ex-tatsu to ex-tatsu again to get some extra damage.
I never seen anyone doing it. So i wonder why? The execution is not hard, so it must be a “waste of meter” thing. Anyway, at the end of a match it might be nice to get. Looks really cool when you tatsu over an almost full screen projectile and then ultra.
You can also directly ultra after the tatsu in the corner, but it will only work if it hits them as late as possible, so it depends on starting distance a lot. On the other hand, when you are in the corner and they are at crossup distance, you can crossup tatsu (which will send them in the corner) and ultra. Timing is easier on this one. Jump-in air tatsu into ultra also works in the corner, timing is a bit tighter.
Can anyone give me proof that f+mp, srk works on CROUCHED opponents. I can seem to get it on STNADING opponents, but not crouched :sad:
Anyone know if this is because of how the hit animations from opponents are?
to put it simply…any of you getting f+mp, srk on CROUCHED opponents at all? I’ve never sucessfully done it.
yes Mickey. I havent done it often, but DEFINATELY done it a few times. Someone else asked about this a while back so I went to test it and it worked.
Was it against the training dummy set to crouch and auto-block?
I’ve never been able to pull it off on the training dummy, but sometimes in matches it works because they’re mashing jab or something instead of blocking - but it still only says “2 hit combo”.
I have no idea where WraithCo got the info about it giving less frames of hitstun on crouching opponents that he posted on the first page, but it lines up with my experience.
Dont know if the opp’ was blocking, but why would that make a difference? Still counts as a hit. I really dont believe that being crouched changes anything anyway. The only way this would make sense is if the extra distance needed to reach the crouched opp’ changed the frames. However, the first hit of f.mp is 1 frame. I know I got a 3-hit combo out of it, so how could being crouched change anything?
What I mean is, if the move had 10 active frames, it could concievably hit in the 8th frame or whatever as opposed to the first, but it’s 1 frame. There isnt a variable for it to have this property.
honestly, are you sure youre not just messing up the combo? It is pretty much Ryu’s hardest combo (though also his best IMO, seeing as a top-down then links to ultra)
I’m still thinking about this. Someone tellme (radar?) exactly what to set the options in training to and i’ll go and test it one last time.
That’s quite possible.
Basically go into training mode, set the dummy to ‘crouch’ and ‘auto-block’. This means that he’ll let you hit him with the first hit and then block every subsequent hit unless it combos properly.
For the life of me I can’t get it to combo, so the dummy always blocks the DP.
When this was first raised I found WraithCo’s post on the first page where he says:
I didn’t think too hard about it since no one else could pull it off at the time so I just figured it was impossible. It wouldn’t surprise me if it was just a general property of normal overheads that you can’t combo afterwards on a crouching opponent. As I say though - I could just be messing up… :razzy:
I can do it all the time on a STANDING opponent, however have yet to do it on a crouched opponent…I’m talking about combo into 3 hits too…
If this is possible, then over head into ultra does about 40% damage…off of an over head? Pretty hefty damage in my opinion.
EDIT: I’m pretty sure that because opponent is crouching…when you hit them their animation reel is different compared to standing hit animation…therefore the SRK doesn’t hit them on the earliest frame…still gotta try it all out though on every character.