Yeah they’re just basic combos…
But yeah i actually should have put if the Cr.High Kick doesnt connect you can always do the hadouken…
thats what i meant.
I was under the impression that if a move had +5 on hit, and the next move came out in 4, that would be a 1 frame link. However, an often used combo is c.lp c.mk which would seem to be a 0 frame link.
Am I wrong? If not, does that mean I should be able to link f-mp c.lp (+3 on hit and 3 frame start up).
I don’t know if anyones noticed this; But, Ryu’s jumping forward medium punch hits twice in the air(obviously). but, if it only hits once it has juggle properties there after you can follow up with anything As in SSF2T.
and no it works if both hits hit as well
best thing to follow up with aside from super/ultra is a srk
ex fireball works but doesnt damage like sagat damages and its just a waste of a bar imho
yea gief you wanna keep out but be aware that giefs are scrubs 90% of the time so they’ll mash 360 anytime you’re near. remember you can backdash on wake up to get out of his tick spds if you’re near him s.HK into fireball pushes him far enough that spd wont reach.
for blanka get super as soon as possible and try to save it for the last round
meter or no meter you cant really cross him up, wakeup electricity beats your j.mk
if im winning sometimes i’ll throw fbs knowing he can ex him and take the damage in trade ofhim having ex keep in mind the only thing you can punish blanka balls with is super
ok guys… i know this will sound REALLY ridiculous, but for some reason i cant link mp to hp or simply other links in general, im especially frustrated with the c.mp to c.hp though because it seems so elementary, any advice on what im doing wrong? im pretty much pressing c.hp RIGHT AFTER i press c.mp
To be honest, I’m finding J.MK, C.LP x3, C.HK a lot more useful combo than most of my other links or special combos. It keeps them close and depending on the opponent, if used repeatedly seems to affect their playstyle making them more defensive and susceptible to throws.
I especially love it in the corner because faking them out is a lot easier.
I have a similar question involving the first hard trial challenge on console, where you do some jump in and then c.mp, c.mp, c.hk all linked. Since the 2nd c.mp isn’t counterhitting and has a hit advantage of +5, and c.hk has 5 startup frames, how is this even possible? Is the 2nd c.mp not hitting with its first hitting frame for some reason? Or is the frame data different for console?
Something I have been toying with with a rather good amount of success. Might just be against scrubs but here it goes.
qcb+lk (Single kick hurricane kick). On a ground opponent, wiff it so your standing neutral frames before he wakes up to set up your opponent blocking (Free throw) or a wakeup dragon punch ect ect (Free damage). SO far in most my online matches, it works like a charm unless I screw the timing up and eat a dragon punch to the dome.
For combos that end in shoryuken or tatsumaki like c.lp c.hp xx ____ what is the motivation to use tatsu? I see daigo use tatsu in these situations quite often but I can’t figure out what the benefit is over srk. Srk has better damage, both are cancels so startup is irrelevant, both have the same stun, both knockdown, srk can be super-cancelled or lead to ultra, and block frame advantage/disadvatage is a poor argument because you should be able to realize they are blocking after the first hits connect(right?)…so why is there ever a reason to use tatsu when srk can fit in?
tatsu on hit will push them further. It’s good when you want to get out of the corner and the opponent gives you a free punish or you want to push them towards the corner from midscreen. Very good pressure tool because the screen position plays a factor.
cancel srk has its place to so its not like tatsu will always be better. For instance, if someone is in the corner there’s no need to tatsu them back into it so you can do combo, cancel LP SRK, ultra if you have one.
there are other subtle factors but thats primarily the reasoning.