Here is a good combo on a armor break.
mk axe> cr hpxx bnb.
You get to start over because of the frame advantage on a counter hit. So it does 418! Not bad at all for a meterless armor break punish. Nobody else comes close.
Here is a good combo on a armor break.
mk axe> cr hpxx bnb.
You get to start over because of the frame advantage on a counter hit. So it does 418! Not bad at all for a meterless armor break punish. Nobody else comes close.
Yo, that’s too good. I believe you can combo from LK Axe on Counter Hit as well.
Yea, a counter hit gives you a +2, which makes it +3. You wouldn’t be able to do a close mp though, so I guess a far lp would do. I’d recommend the mk version for that. Lk is more straight pressure.
“Straight pressure”? It is faster, but a smart opponent will know it can be punished. I guess in practice it doesn’t get punished by anything other than Ryu sweeps in my experience.
Also, far LP is 4 frames, right? And I thought CH Heavy and Special moves gave +3 more advantage?.
Yea it is worse on block but it comes on faster. MK axe is a better combo tool. LK has to be used more cautiously. I wouldn’t use it as an armor breaker as much because MK ax is better. MK axe is really just all around better. I use mainly that one and ex axe for an overhead.
MK axe is +4 on hit, and on counter hit it seemed like the cr hp was a 1 frame link, but you may be right on that part.
I meant a crouching lp from a far distance, but would it reach outside of the corner?
Edit: Light attacks are +1 on counter, medium and heavy are +3, and specials are +2.
Good to know actually.
That’s not a hard rule on the frame advantage from counter-hit. It varies from move to move. Seth’s cr.mp is +3 on hit but +7 on CH.
+7? Holy cow. I guess it does vary a lot then.
Each move has its own hard-coded value for that. Interesting!
It’s more like, there’s a general rule of thumb for CH’s and then there are exceptions here and there.
Yea, the 1,2,3 is the general rule of thumb with some exceptions.
So, i’ve been trying all day to land any of the combos in this thread and basically none of them seem to be working online. for one thing i can’t hit anyone with cl.HP because it gets blocked or i get hit before it comes up because it’s slow, what am i missing here?
Maybe it is lag. But you should be able to do some of them. Maybe you are just getting excited in the match. Just take it easy and slow down a bit. Practice makes perfect.
The best thing to do is master doing it in training mode. Then master doing it on the CPU while it is fighting you, then master it on humans. If you are dropping it on the CPU out of nervousness then you won’t do it on a human.
Online != training mode. It takes some getting used to. I had the hardest time landing Dive Kick, cr. LP, cl. HP online but now I am at least 90% on it after months of practice. If you’re not plinking, try it. It also makes it twice as easy.
I find you are best off taking your time. When you rush stuff you end up getting it wrong. Just think of it as linking any other normal.
Also for practice I sometimes do it without plinking. If I can land it consistently without (which is tough) then plinking makes it easier. Sometimes people don’t really know where to time moves because they plink without really learning it.
Man, I don’t know why, but online I do seem to miss the Shoryuken juggle after L Tatsu sometimes, which should never happen, like ever. Yet I am consistent with most of the other links, etc. Online makes no sense, just saying.
It makes perfect sense. Most combos are pretty easy to transfer to online. Like links and stuff…they’re just like playing a little drum beat or something. What you’re doing doesn’t quite match up to what you see on screen, but it doesn’t matter. However, for things like doing the dp at the end of that combo, people use a visual cue…which will be off compared to practicing in training mode.
There’s a place I played a ranbat at that had pretty crappy monitors. I missed that stupid dp almost every time until a couple tourneys were over.
I used to miss that too at the worst times, but what I found was that I had to slow down some. When playing games like CvS 2 and Alpha 3, the timing was much faster than on this game. So I was doing it too early. Now I just try to slow it down a bit.
Here’s another one, the most damage you can do off of an FADC (not including jumpins)
cl hp x lk axe FADC > cr lp > cl hp x mk axe > cr mp x lk tatsu x shoryuken.
Does 449 damage.
As a matter of fact the “max damage punish” that people have been doing where you fadc after the cl hp x mk axe > cr mp x hado FADC bnb is actually less damaging than doing the cl hp xx lk axe FADC cl mp x mk axe > cr mp x lk tatsu x shoryu or the one I mentioned. Less inputs too, but some people might find the 1f link after lk axe to be “hard”.
Doing the Fadc after hado= 441 damage
Doing the fadc after lk axe= 448 if you use cl mp or 449 if you use the cr lp > cl hp.
Yeah, the hado FADC is useless honestly in optimized E Ryu combos, you should always be doing something xx lk axe kick FADC instead.
I think cl.hp xx mk axe kick FADC cr.mp -> cl.hp xx mk axe kick -> cr.mp xx lk tatsu -> hp SRK does more damage than the combo with the lk axe kick you posted. It has the same number of 1 frames and all of them are plinkable.
It should do more damage. 100+ 24 over 80+48 (with scaling). Should be easier to do actually since the mk axe is plus 4 on hit and you fadc into a 4 frame move, whereas the lk axe is +1 on hit and you go into a 3 frame move (which makes it a 1 frame link).
It does 452 so my math was right, you don’t even have to plink the cr mp. So you only have 2 one frame links vs having 3 (after FADC). Good stuff.
Less inputs, more damage. My kind of setup.
Although to me, it generally is better for Evil Ryu to use a reset as it saves meter and does more damage. Hell just doing a reset into ex axe takes only 1 meter (which you get from a combo) and then you do 481 damage or so. Damage scaling is harsh, but doing a combo for 1 bar (since you gain a bar from the combo) and doing 452 damage on any character in the game is still very good. I think resets are more effective though overall.