i took it seriously. ive been using it ever since i read your post
I thought the crossup j.HP was common Sak knowledgeâŚseriously. <.<
Same as the EX tatsu > HP SRK I posted awhile back. >.> (Though otoshi/reset/ultra is a way more viable option)
But thanks for the confirmation anyways.
I wonder if j.MK does the same since it has a knack for landing behind opponents in the corner.
Anyways j.HP seems to be the way to go for corner jump-ins, whether it crosses up or not isnât really any concern to us since a simple hit-confirm combo will point us in the right direction afterwards The other guy wonât know which way to block due to the randomness.
EX Shunpuu > HP Shou was shown in the Sakura demo vid and later demonstrated by Justin Wong before the game was released
Nah itâs not my thunder, and iâm not actually mad. But itâs the corner confirmation thatâs the only ânewâ thing.
j.MK does not work, I tried that out while I was testing the j.HP.
ex shunpuu > HP shou is a waste
This is probably old news to you guys but if you anticipate Akuma doing his far st.HK you can focus absorb the first hit then Sakura will duck underneath the second hit, and you can release to crumple him before his follow-up attack.
The timing is pretty tight, but I just thought Iâd throw that out there in case someone finds it useful. Iâd imagine that if he follows his st.HK with a throw then itâll get you before the FA hits âŚ
I hear ya, I feel the same way
i found a good tip for ppl who donât know the spacing for s.hk. the range is about a full life bar distance. So say opponent is standing at tip of his life bar, you wanna be at the other tip for max distance.
Idk if u guys knew but I was messin aroundin training and I found ex hado apparently has juggle properties. Not absolute (canât connect to ultra) but you can juggle the last 2 hits of hp shouken and reset them with tatsu. Not sure if thereâs much else unfortunateyâŚ
Oh thanks, Iâll have to try that until I get home from work -.-
Huh? Not sure I understand what youâre saying.
You can FADC an EX Hadouken then catch them with the end of a HP Shou if youâre quick enough. Think the last 3 hits can juggle, first 3 canât.
If you try to EX Hadouken across the screen and catch them with an EX Otoshi as the Hadouken hits youâll only get one of the hits from the EX Hadouken (not really sure why). Obviously the Otoshi is hitting before the second hit, Iâm also positive Otoshi has juggle properties so theoretically if timed right you should be able to get both hits from the EX Hadouken unless the last one leaves them unhittable/unjugglable.
Nah, both hits from ex hado have juggle properties. Like you said if you go full screen and fire an ex hado and then throw an ex otoshi you can otoshi them after the first hit. And from my other post you can also do ex hado fadc hp shouken where you can get both hits from the hado and the last few from the shouken (doesnât need an fadc after an ex otoshi btw).
Iâm not too sure if otoshi leaves them in a juggle state. I tried ex otoshi in between the ex hado and got the first fireball to hit so I could let the other one keep going. Then I hit the first punch of otoshi and let the opp float but the fireball would never hit them. Even after 2 hits and the the dummy I was using was Sagat. Looks like another dead end :shake:
Seems like after the first hit of the Otoshi the only thing that can hit is the follow-up from Otoshi, huh.
Both hits of EX Hadouken can juggle, I wonder if you can follow up a Light Shou (that hits them out of the air) with an EX Hadouken.
Hey guys, help me out with some maths
I was playing a Gief yeserday and I had great success using cr.LK, cr.LP, cr.HP xx LK shunpu as a block string after j.HK. Today Iâve looked at the frame data and cr.LP leaves you at +3 on block and cr.HP hits on the 4th frame. To me that looks like thereâs on a 1 frame window between the two so it really is unpunishable by SPD.
After using that block string if you immediately jump forward with j.LK youâll cross him up, so it puts you in a great position to make Gief guess what youâre going to do afterwards. And of course if your jumpin hits then you can just do EX shunpu instead of LK.
Iâm sure that j.HK, cl.HP xx LK shunpu would be safer if I could reliably link after it on hit - but sadly I canât :sad:
âŚWhatâs the problem? =\
No problem - I just wanted to see if someone could point out some gaping hole in my logic. I know how unsafe blockstrings are in this game and to be honest it seems a little too good to be true.
It does seem to be character specific though as the LK shunpu will whiff on smaller characters unless you drop the cr.LK at the beginning.
Yes blockstrings are unsafe if there is a gap, but this one is completely fine. I havenât had any problems with short.Hurricane whiffing on any character =\ It should work on everyone.
Bringing this back from the dead to disprove this theory. EX Hadouken can only juggle with one of the two hits. Confirmed on hitting after a Light Shou (very top) and Air Shunpuu (in corner if done ârightâ).
As it stands those are the only two ways of juggling with EX Hadouken and both are very iffy and itâs not really worth it
(After EX Shunpuu doesnât count as a âjuggleâ since anything can hit and still not worth it anyways :P)
I donât get what you mean?
I tested them and they both work. The hit of the fb is dependant on which move you do next, whether itâs interrupting in between the fb or attacking straight after.
Well when you say something has juggle properties you mean it can hit as a juggle, not that it puts someone into a juggle because pretty much everything that knocks someone over does that
Getting an EX Hadouken to combo after an Air Shunpuu (corner) or Light Shou (if itâs possible) will only have one of the hits land with the other going straight past.
ooooooooo I get you now, I guess my wording was wrong. What I meant was ex hado acts as a âlauncherâ :china: