Are there any good combo videos on display? I’m thinking of doing one for sakura first when i ask for a camera this christmas
Wikum, you have plenty of time to do the Ultra. After you dash you still have about half a second till they reach the appropriate height. Do the dash, then input the Ultra slowly.
it seems that ex.Tatsu> dash> Ultra is harder to do on C.Viper, it’s like you have to do it faster than you would on other characters. Anyone else feel that?
I’ve got a question about sakura’s Flower kick… is there any possibility to link something after it ?
Yes IF it hits as a counter-hit, then you have enough time for a c.MK (probably a 1-frame link) but easiest thing is a c.LK or s.LK into an HK or EX Shunpuu.
you have 15 frame to react at the counter hit label… it’s impossible XD
once i connect a cr mk after a tatsu and it confused the crap outa me. i was like how the hell did i do that. thats when i didnt know that counter hits add more frames
Well yeah, the things is to throw the move out anyways and hope for the best
c.LK > c.LP > c.HP (or something) xx LK Shunpuu > c.MK works (without counter-hit) because the LK Shunpuu hit at the end of the active frames rather than the start. Can’t remember who worked that one out
maybe thats what happened. i just know i was stunned lol
hi, am doing an Excel Sheet for Combos,
anyone tell my how i exactly calculate the Linking Frames?
i think it is (Frame on Hit - Start UP of new move)
ie:
c.lp->c.hp
+7 on Hit(c.lp) - 4 Startup (c.hp) = 3 frame link?
is that correct?
Question
As long as link Frame >0 it is possible to pull of? That would mean LK Shunpu -> c.hp wouldn’t be possible
Anyone can give me a complete formula?
You have to add one to that basically. Think the wiki states that even though something has say a 3 frame start-up it actually has 2 frames start and hits on the 3rd.
Advantage on hit - Start up + 1 = number of frames to link
To list all the “useful” links from memory:
c.LP > any jab or short = 4 frames
c.LP > c.HP = 3 frames
c.LP > c.MP/c.MK = 2 frames
s.LP > any jab or short = 5 frames
s.LP > c.HP = 4 frames
s.LP > c.MP/c.MK = 3 frames
LK Shunpuu > c.LK/s.LK = 2 frames (ignoring jabs as range kinda sucks compared to shorts)
LK Shunpuu > c.HP = 1 frame
Shou FADC > s.HP = 1 frame (for Destin :P)
just saw it in a vid, lvl1 FA as counter hit gives crumple state for every charakter?
yepp
having the fact that the shunpukyaku is a safe on block move in mind, is there possible to use s.lk xx hk shunpukyaku as a pressure string ?
need a list for which move counts as how many hits,
FA = 2 Hits
Ultra = 2 Hits
Otoshi = 1 Hit per Hit
Specials = 1 Hit
normals = 1 hit
throws = 1 hit
are there more? Didn’t test all of them.
Yes and no, danger of HK Shunpuu is it hopping over crouching opponents. Maybe safe on block but still leaves you at a slight disadvantage but at least it gets you in close.
Looks right, general rule of thumb is one “hit” per button press, exceptions being FA and Ultra, which you have listed.
sometimes it hits in crossup when enemy is crouched
yeah, I think it crosses up when you do cross-up j.lk>cr.lk>cr.lp>.cr.hp>HK.Shunpuu. Opponent has to be crouching though.
usually they don’t know what the hell just happened, so you can follow up with a tick throw or another hit confirm combo.
it crosses up even when i do c.mk xx hk shunpu…
btw, is it better to do cl.hp, lk shunpu etc etc after a lk crossup ? same startup frame
if you can hit confirm the cross-up, then I guess so. But starting out with a cr.lk gives you another chance in opening that turtle up, since it has to be blocked low after a high.
HK Shunpuu crossing up seems pretty random and probably character specific, it also leaves you facing the wrong way so…
After cross-up j.LK if you want to use LK Shunpuu to hit confirm it’s best to use s.HP rather than c.HP since it comes out a frame faster and there isn’t an aweful lot of hit stun. I’d rather go down the c.LK > c.LP… path but for some funny reason I find it easier to combo into s.HP rather than c.LK x_x;;