yes only on full life I know it change domage result.
it s doing less domage because when you do cr.mp then you are a little bit fare so ex tatsu doesn touch all hit( but there it s still combo 16 hit in both case) so that why.
yes only on full life I know it change domage result.
it s doing less domage because when you do cr.mp then you are a little bit fare so ex tatsu doesn touch all hit( but there it s still combo 16 hit in both case) so that why.
I agree. Do you know if you can hit all of the hits from the ex tatsu after a midscreen srk fadc? If so what characters can it be done on?
after ex hado i m not sure but after shoryu fadc some time i hit 4 hit or 5
I think it s on abel and rufus also sagat may be zanghier
i Have to test as i think mabe it s after a shoryu fadc jump mp ex tatsu that i make it touch more.
give me 5 minuts …
Cool thanks.
So i tried abel rufus blanka and honda you can make 4 hit instead of 3.
you avec to nmake the ex tatsu as late as possible( i m speaking abourt after shoryu fadc not after shoryu fadc ex hadou.)
nothing special on zanghief and sagat. but i m sure i already touch them more than 3 hit. may be it was after a jump mp( same here if you wait very late ex tatsu will touch more hit)
I’ve gotten four hits on Ken with that combo. Maybe you get four on counterhit? I know it usually only hits him 3 times.
haven t tried on all opponment just the big one…
I know that some time you can have one hit more and generally it s because you wait very late before doing ex tatsu. but it s not only this.
I notic something strange like depend of where you are on the stage you will send them in a way or another one…
but nearly never send them where you want( the corner)
the ex tatsu will fully hit twice on abel and sim. idk what other characters that will work on. i havent had time to test it on.
we are speaking about ex tatsu when character ar in the air( like after jump mp or shoryu fadc )
and about ex tatsu touching twice it s not only character depending but also distance depending. you have to be not super close if you want them to touch completly( i think jump hp walk back cr.hp ex tatsu ex tatsu do like 500 domage …that hurt
if you do ultra after secong ex tatsu only 3 hut will touch
and i tested on ken didn t manage to make 4 hit of the ex tatsu touch.
Yeah that’s about what I usually get too. I’ve got 4 on Ryu.
the most ive gotten on that srk fadc or jmp was 4 hits on everyone. i try hit it late as possible kind sir
did you try on abel and rufus?
random notes on RYU vs RYU:
c.forward xx hp fireball doesn’t combo at max range (is this true for all characters?), and thus at max range, ryu can EX dp, super, or ultra to hit you
if they FA c.forward at max range, hold back (not downback) and you will not be hit. bait it and punish. if it’s not at max range, DP. you can buffer by doing your FA-bait c.forwards with df+forward, so you can df+fierce on reaction.
i’m sure you guys all know about punishing whiffed c.forward with your c.rh, and early c.strong or s.forward beats c.forward
while footsing, you can short hurricane vs fireballs
BE VERY VERY wary about using EX meter in non-combos. ryu with meter vs ryu wthout meter is a TOTALLY different game. (super)
don’t bother jumping. ever. hhahhaha
use f+hp vs c.shorts or throw-tech attempts
damnit there was more but i forgot
When you get a super, you can jump vs wakeup at a specific distance where you get the following mixup:
j.hp = jumpin combo
j.lk = stuffs SRK
j.tatsu = crossup into super
empty jump = c.lk games
just jump with the same timing as a safe jump - you can’t get a true safe jump vs Ryu because he has a 3 frame SRK, but if you don’t do any air attack his SRK will not beat you and you can play ground games.
This mixup is a huge part of Ryu vs Ryu.
Round 2 of this match has a few examples of this mixup on both sides.
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able you can nail both ex tatsu long as you are in range. rufus i didnt try yet my friend.
You don’t even need to wait for super to utilize this. In fact, I like to condition with early crossup tatsus which often sets the opp up for a frontal jumpin into combo into srk fadc ultra later on.
Getting j.lk to hit without trading seems kinda hard though. And traded DPs = ouch. You can’t hit it deep safely and if you hit high you can’t combo off it.
yeah it is a valid mixup, but it’s really risky. you will be getting lots of untechable knockdowns with c.rh, but you can’t risk losing the game with reversal dp -> ultra by going for these mixups.
even air crossup hurricane kick, they can DP if they expect it.
ryu vs ryu is a LOT of footsies and super/ultra game, and jumping will hurt you more often than not because the trade-off is not really in your favor in many cases.
it just might be me though.
While both the frontal jump in and the crossup hurricane can be DPed (with a different timing, mind you) it is not really 50/50.
Even if we leave the j.lk option aside as I am yet to get it working reliably, you have three options:
hp jump in - loses to early (reversal) DP
crossup tatsu - loses (trades) to a slightly delayed DP (also, somewhat hard to execute because of the need to restrain yourself)
empty jump - beats DP (unless FADC’ed)
Overall, if the opp DP’s they have 33% chance to guess right. Of course, utilizing it against opponents with ultra and 2 meters may hurt.
LB i agree with you. people are so jump happy when they get a untechable KD they have to air tatsu crossup or try the jmk cross up as well. most players i play online… dont do the jlk to stuff reversal srk…
actually im curious on the untechable knockdown mind games here… i dont think anyone has touched on it… set up wise…
like clp clp clp sweep, then crossover with jmk then clk clp fr. srk link
clp slp sweep, crossover jk clk clk clp fr. srk
clp, cmp, sweep, f+mp(overhead-collar bone breaker) then block to bait a move. and punish accordingly.
cmp cmp sweep, bait a move, throw.
id like to touch on this since this is the right thread for it.
mmm, guys sorry to ask this question … i’m feeling like i’m a super noob … i just realized yesterday that ryu’s full ultra only deals 398 damage? is this correct?
and yet people complain about ryu this and that? i mean … 398? even fei’s super deals more damage
also is this a bug? or is it meant like this :
when you do f+hp but your distance is sligthly far away and it hits twice but there is about 1 to 2 characters distance away from the opponent when you do srk it hits like in the very beginnning 160 damage (hp version)
now if i add c.hp cancel to srk will it hit all or will it whiff?