We don’t have any that I saw so far for utalizing the LTS Ex FA cancel.
Here are a few that I like because they do not need to be done in the corner… There are much longer combos that can only be done in the corner though
Cr lk/lp/mk, LTS, Ex lvl 2 FA, Ultra
Cr lk/lp/mk, LTS, Ex lvl 2 FA, Cr lk/lp/mk, LTS, Ex lvl 2 FA, Ultra
Cr lk/lp/mk, LTS, Ex lvl 2 FA, Cr mp, hp TU, FADC, f rh, Ultra
Obviously the first one is your best bet, being that it only takes 2 bars of super meter. and I think that they all do roughly the same damage due to damage scaling… but I’m not sure.
If for some reason any of you are having trouble with c.:lk: > c.:lp: or c.:mp:, you can actually drumming c.:lp: and c.:mp: after your c.:lk:. This will get two chances for the link for sure, but if timed right, it’s actually p-linking, and that will net you three chances for the link.
Unfortunately, the harder part is actually linking multiple c.:lk:s rather than the c.:lp:/c.:mp: link. So thus, this is actually making the easier part even more easy lol
has anyone been messing around with fishing for ch cr.hp? it can get really ugly if u hit it from close enough… i figured out it gives u +7 on ch… so if u do land one there r different things u can do…
ch cr.hp, s.lk xx ex lts = 333 dmg
ch cr.hp, hp tu = 335 dmg
ch cr.hp, ex tu = 363 dmg
ch cr.hp, cr.mk xx ex lts = 373 dmg
ch cr.hp, s.lk xx ex lts xx fadc, ultra = 602 dmg
ch cr.hp, cr.mk xx ex lts xx fadc, ultra = 626 dmg
ch cr.hp, hp tu xx fadc, f.hk, ultra = 708 dmg
And CH c. hp combos might be character specific, but yeah, very damaging. Learn the spacing because if I recall correctly, the cr.hp should push them back significantly… you might wiff the rest of the combo if you aren’t really close, in which case cr.hp might not be the best idea. I typically only get c.hp in when i’m max range or punishing an ackward wiff. Remember, it’s slow.
ya it does… cr.mp and cr.lk r the same speed… so if u can do cr.lk x3 then this one shouldn’t be any harder…
HazeandFire: i think ch cr.hp links work on everyone as long as u r close enough… specially ch cr.hp, cr.mk xx ex lts… cause that’s the farthest reaching one… only problem as u mentioned is it is a rather slow move… one good side i see from it though is if u r fishing for a ch this is ur most damaging ‘safe’ hit confirmable move… cause certain lows go under s.hk and random tu is stupid
oh btw the max range tu connets off of ch cr.hp is if u have 2 sagats stand beside each other and the tip of their gloves r slightly overlapping…
St. LK has better range than cr. MK, and it’s an easier link off CH cr. HP. I’m going to start using this a lot more, I didn’t know it was available to me, thanks a lot. I seem to get a decent amount of CH cr. HPs, but always at max range. I knew you could link a Tiger Uppercut up close for a while now though.
for some reason TS won’t combo off of a s.lk if the s.lk connected at max range after a ch cr.hp… so the max range that u can connect s.lk and still be able to combo or connect TU is about the same… where cr.mk still lets u combo off of it even at max range hit… so that’s y i said cr.mk has more range…
I’ve seen you post this a few places, what do you mean by netting you three chances for the link? when you plink you get two inputs, the initial hit plus a second during the next frame.
You can also link c.:lp: from a c.:lk:. So thus, not only does the game register two c.:mp:s, it will also register the c.:lp:. So depending on the timing depends on which one actually links. Although c.:mp: will most likely link since it is being registered twice rather than c.:lp:'s one register. But it just mainly helps if your plink timing is inconsistent.
It’s easier to notice with Ryu from c.:mp: into plinked with c.:hp: then c.:mp:. Depending on the timing, I’ll get c.:hp: or c.:mp:.
A correct plink gives two inputs of the stronger button. The only reason you would get a :lp: would be if you messed up your plink by hitting :lp: more than one frame after :mp:
My favorite CH combo is c.mp c.mp LTS FADC c.mp TU. That shit’s funny and is increasingly satisfying with each c.mp
Or on XBL sometimes I’ll do c.mp c.mp LTS FADC c.mp LTS FADC c.mp TU just to mess with them
There is no best thing to do. You either throw or do another TU. Both of those have a chance of failing although in lower level play, throw usually works more often because players tend to keep blocking after the FADC.
What do ch., cl., and cr. mean? I can’t find the definitions of those notations anywhere, not even in the newbie thread or Maj’s pages. I assume cl. is close and cr. is crouch (please correct me if I’m wrong), but I have no idea what ch. is.
In the corner, on balrog and dhalsim specifically because of their floaty juggles (I don’t think it works on any other character):
EX Tiger Knee -> Ultra. Does 396 damage (better than EX Tiger Shot -> Ultra that does 366.)
I like that Fake Kick move. Unfortunately, that is a move I have not been able to do yet on this fightpad. This is a combo I capped a while ago [media=youtube]-H3lP12-0lM[/media]