That’s not how the combo counter for damage scaling works. It goes off the number of moves not the number of hits - and FAs and ultras count as 2 moves no matter what.
Same thing with EX shunpu - it’s only 1 move despite the fact that it’ll hit a few times.
How do I get out of repeated cross up jump in madness? This is one of those things that will kill me every time. Some characters, ryu, abel, blanka are ones that come to mind… Anyway, they jump in at a really deep angle that crosses up. I can block cross ups and the followup combo with decent reliability, but the problem is that’ll they’ll just jump and do it again from the other side and I can’t figure out what to do to stop that shit. The process repeats until I finally miss a block or get thrown.
I usually try to dash out of it, but that doesn’t work, I think I’m trying to dash during blockstun because it just never comes out. Focusing doesn’t work often because it’s usually multiple quick hits that come out too fast. Ex shouoken often goes under the jump, missing completely, and takes so long to finish that I end up eating a combo anyway…
My problem is probably timing… anyone got any clues I can use about when I should be trying whatever I should be trying to get away? So far the best I can do is to avoid getting into these sorts of situations to begin with, but I’m not always that lucky
At the core of the issue is that I feel like I’ve given up all control to the other person. This I realize is where I’ve pretty much lost the match anyway. As long as the other person is the one doing all the attacking, it doesn’t matter that I can block 2 out of every 3 attacks… eventually I get worn down and defeated. Can’t win fights by blocking only right?
Yeah I have the same problem Dashing should be the way out but I can never react fast enough
If they’re predictable with their attacks pre-cross-up you might be able to intercept the cross-up. So if it’s something like: c.LK x2, c.MP > jump, after you see the c.MP jump straight up and try j.MK, being that close a j.HP might work also.
I think if you walk forward a bit and do c.HP it’d work, again have to be on the ball and ready to move as soon as they jump
something I like to do against people who like to use cross-ups especially on wake up, the second I see them jump when they are at point blank distance, I just use a shouken, I usually end up a pretty good distance away, and have enough time to jump over a fireball punish attemp, though it may be that I havent faught anyone who knows what to do in this situation yet.
alright i even feel dumb asking this but, i just started playing online and it “feels like” i am 100% unable to block Ryu’s jumping in HK.
am i just more horrible than i think and mistiming my blocks, or is it like a combo of lag and something else? i’m crouching and holding down and back and it seems like all of those jumping in HK’s get me, which then open me up to get peed on.
or should i even just stop trying to block them and go for the Shou’ou ken, or something else?
I kind of have a noobish question. Is the timing for SRK FADC to S.FP supposed to be mad hard cause I can’t seem to get it down at all? Due to the dash, the S.Fp either comes out later which results in a block or doesn’t come out at all due to the recovery of the dash. Any help would be appreciated.
Thanks, I guess the s.hp does have a 1 frame opening, didn’t it know was that strict. So the kara method is the way to go then, thought I only had to go thouth that with fierce thunder knuckle feints, now it seem they got some viper in my Sakura.:wtf:
Thanks again eiSh, made my life a whole lot easier. Looking forward to new videos aswell.
You’re definitely getting EX Otoshi rather than LK Otoshi?
If you input :df:+:hp:, :qcb:+:lk:, :df:+lk you might throw out an Otoshi or, if, as obey said, if you’re throwing out :d::db:+:mk::hk: instead of :qcb:+:mk::hk: that could toss out an EX Otoshi (off of the :d: in :qcb:, :r: from :df:+:lk:, :d: from :db:+:mk::hk:)
Very strict timing and character specific, wouldn’t suggest using it outside combo videos. Watch the 30-hit Sakura Hit Combo Video on YouTube to see how it looks. I think in the video he does s.cl.Forward -> lk.Hurricane 3 times then cr.Fierce or s.Short -> ex.Hurricane. cr.Fierce pushes you further back than s.cl.Forward.