help
What is the best way to combo mk into shoryuken?
help
What is the best way to combo mk into shoryuken?
That’s the way I do it:
:r::d: :mk: :df::r::hp:
This is how i did it too.
st.lp>st.lp>cr.mk xx Shouoken is a lot easier this way, if you hold forward during the lp’s
What’s best to use after EX shunpu dash under cross up on shotos? I normally try to get cr.hp but I see a lot of nj.rh’s being used. I tend to eat DP’s when I use nj.rh. What’s a better choice?
i can do exSRK->FADC->s/cHP 8/10 times.
but i cant handle normal SRK into FADC HP…i wonder why.are there lesser frames?
Yes.
DP > FADC > cl.s.HP is 1 frame.
EX DP > FADC > cl.s.HP at least 3 frames.
I have been practicing cr. lp, cr. lp, cr. mk, SRK with Sakura.
I want to ask Sakura users if they are able to hit confirm on cr. mk, or do you already make up your mind to SRK when the first cr. lp is connected?
The first option is obviously better, but its so much more difficult.
Well when I hit cr.mk I automatically do shuouken and also when I land a lp I immediate go for cr.mk shuoken.
with 2 cLP+cMK u should be able to hit confirm the SRK
as pure poke (cMK->SRK) its VERY hard…nearly impossible (impossible for me)
i use it,when:
-i 100% know,my opponent is offguard
-as punish,for wiffed moves
OR a good way to use it (shown to me,by freetgy) is:
buffer the SRK into cMK.so it only comes out,when u hit ur opponent.if cMK doesnt hit,SRK will not come out (if buffered right)
this requires good eye for spacing…
space ur cMK exact in front of ur opponent.so the cMK would NOT hit,if he doesnt walk 1 step forward (what makes him offguard)…
with perfect aiming,u even dont hit blocking opponents.
and by the way:thx for the quick answer @ TOKi
I always try to hit confirm c.mk xx shou unless I have meter or I’m just hoping and praying. Best to do c.mk xx hado if you are not sure but that doesn’t always combo. A delayed Hado can be good at times after c.mk.
What’s the go with this one anyways? It’s been puzzling me for months! I figure when it doesn’t combo it’s because I’ve accidentally given a slight charge to the hado by holding the :p: button for a fraction too long. Would that be right?
thanks for the reply Sakura masters. I think it is best for me to try hit confirm, because a blocked SRK can be punished in the worst ways. That lp, mk link just can not be taken for granted. (off to go practice)
Her fireball is slow and as a result, from most places that aren’t all-up-in-dat-ass it won’t combo.
Basically, it’ll combo if you’re at the distance where the fireball can hit your opponent literally the second it leaves her hands it’ll combo.
If you’re far enough away that it has to travel any distance, any at all, it won’t combo except maybe on counter hit.
Is there any use whatsoever for an EX air shunpukyaku?
You travel further and doing so you it’s a nice way to get out of the corner just be careful.
@Daniel depends if you are far, but as long it’s in combo it will connect no matter what.
A tip that I worked out, but I’ve seen I think Skatan use it recently, is one that you do with Ken. You can kara hk tatsu into ex tatsu to get the best distance and will get you right out of the corner. You can do it by plinking hk~mk when doing your air tatsu. Try it first with ken to see if you’re doing it the right way. He completely floats across the screen when he does the kara.
You get 30 extra damage and don’t stop spinning until you land, otherwise no Though in practice it’s fun to neutral jump and immediately do EX Shunpuu just to watch her spin
Why use st.lp instead of cr.lp in her shou combos?
it has less recovery so it makes links easier
st.lp to c.mk is a 3-frame link, while cr.lp to c.mk is a 2-frame link.
Some people like to use the st.lp to guarantee they hit the c.mk, but unfortunately st.lp whiffs on crouchers so you need to know both links well in order to make sure that you successfully land all your shou combos.