Yeah I’ve also known about that link for a while now. It’s hard though, a 1 framer. But if you play Abel, you might be use to that kind of link. But yeah, you get a lot of stun and damage from any range when you FADC after connecting low forward into LK axe kick.
I even came up with a combo where you can stun all characters with 950 stun and below with one combo if you have 4 bars. Unfortunately I can’t actually do the combo because it requires something like five 1 frame links lol.
i haven’t seen it posted here or tested it further, but I found that cr lk x2, cr lp, cr mp xx hado fadc U2 works on yun. seems like a nice way to hit confirm into ultra for 347 dmg
you can also do cr hp xx mk axe kick, st lp, st mp xx hado fadc U2 which works on everyone i think
Too much push off. That combo does work, but it’s character specific. Even against the character it works against it’s spacing specific. Honestly, it’s best just to do cr. LK, cr. LP, SRK or cr. LK, cr. LPx2, SRK if you want a longer hit confirm.
I know this is going to be lamest question ever in this thread, but I still need it answered.
According to frame data from AE (not 2012 update)
cr LP has 3f startup 2f exec and 7f recovey on hit +5f
If I understand SF mechanics correctly, hit confirming means canceling normal attack animation into specials during exec. frames, in this case in 2 frames windows for SRK to come out.
So my question is:
when you are doing SRK from jab, are you hitconfirming it (canceling jab into SRK), or you let SRK come out after LP (during hitadvantage frames), because theoretically it can be done both ways and I dont feel like I am doing it right and many times SRK wont come out. I try to press punch input more times 2-3 or plinking if all versions will connect properly
Hit confirming is exactly that, confirming that you hit an opponent.
Example: If you jump in with j.HK and you can’t tell if it will be blocked or if it will hit, just automatically land and hit cr.lp, cr.lp. During that cr.lp part, you can tell if your opponent is being hit or if it’s blocked. If it’s blocked, tick throw. If it hits, SRK.
Here’s why SRK isn’t coming out. The problem doesn’t seem to be your SRK input (so you don’t have to piano it)
technical explanation
[details=Spoiler]Crouching jab can be linked or chained.
Chained: cancelling the recovery of the cr.jab into another cr. jab (mashing jab and it combos)
Linked: timing cr.jab to come out as soon as the 1st cr.jab recovers completely (timing or pressing cr.lp with a rhythm and it combos)
If you chain it, you can’t cancel the last cr.jab into a SRK
If you link it, you can.[/details]
You have to time the jabs instead of mashing it in order for SRK to come out after the last jab.
I’m not sure if you can chain cr.LP and link an SRK. If it’s possible (I think it’s technically possible, but not sure) players generally don’t do that and instead time their cr.LP so they can cancel the SRK
You don’t have to link the jabs to link the SRK. The SRK can be done immediately after your jab recovers.
It is very possible to chain jabs and then link an SRK. In fact, it’s probably the optimal way to do it. cr.lk cr.lp chain is airtight and you can link a hp uppercut.
Hit-confirming has absolutely nothing to do with cancelling or linking in itself. All it means is recognizing the hit and then continuing the combo past the ‘safe on block’ part.
If your input is correct, there is an easy way to tell if you were too fast or slow with the link. If the SRK doesn’t combo, you were too slow with the SRK. If the SRK doesn’t come out, it was too fast.
You can cancel a jab into the SRK but honestly there’s no point and it’s less intuitive and gives you less time to hit-confirm.
I thought my post went through on this but it didn’t. Due to hitbox silliness you have to use cr. lk, you could always plink cr lk with cr lp so it’s all good.
Lk does 20, lp does 30. You plink them to increase the chances, also if you happen to miss the plink you’ll likely hit cr lp if you miss the cr lk, so it’s an insurance policy of sorts.
It’s a 2 frame link to lp and a 1 frame link to lk. Plinking doesn’t really do anything for me in that situation. Just keep it simple and time the lp in my opinion.
Well yes the timing is strict, but It’s not about timing, it’s about the range. You have to do a max range cr. MK or st. MP x Hado to land U2 off a FADC. You can even hit confirm into this by doing something like two low jabs, st. jab, st. MP, Hado, FADC U2. But the damage is heavily scaled so don’t expect much damage from this if you ever pull it off.