I belive mk axe kick FADC cr.mp is a 1 frame because you can’t go into cl.hp.
Edit: I have fallen in love with lp SRK FADC hk axe kick because if you land the following left/right mixup you win the round.
I belive mk axe kick FADC cr.mp is a 1 frame because you can’t go into cl.hp.
Edit: I have fallen in love with lp SRK FADC hk axe kick because if you land the following left/right mixup you win the round.
You might be right, seems like I was hitting it more though even without plinks. I wonder how that fadc system works anyways you figure it would be more advantage to fadc from a move with more hit stun.
I haven’t used that combo as much myself. It is useful though and does a lot of damage. Evil Ryu’s game seems to be “for them into corner and stun them in 2 mixups and win)”. He seems to be slowly getting better.
FADC adds 3 frames to recovery of dash. You can’t look at frame advantage to know recovery, hitstun/blockstun is variable. This is why I am mad that current frame data does not list hitstun/blockstun when an entire system mechanic is based around it.
I remember hearing about +3,but it is weird about that frame advantage hitstun. Which I suppose is why cr mp can’t cancel into any axe kick even though it recovers fast and deals more hitstun than jab, but cl mp can combo into any axe kick but the cl and cr hp and cl mk cannot.
I guess it’s just an experiment then to see what works. It’s odd they don’t have that when this game is reliant on those things.
You guys are all talking about maximum damage and resets and everything, but you really just need to know it all. All the combos have their place and you need to be able to know when to use what, or when to reset. If you actually want to reset or not should depend a lot on what is going on in the match and the matchup your playing. For instance, you don’t want to reset if the full combo will kill them. Need to know when they’re in that range, and go for the full combo…or when they’ve got just a hair more and you need to reset them. If you land c.lp, c.lp, you need to know if doing s.mp xx lk axe kick fadc combo will kill them. It’s a bad combo as far as difficulty and damage go, but in that situation, it will close out the match, and it’s the only combo that will. You should always know how much meter you have, and eryu has nice long combos so you have plenty of time to glance up at their health and make a smart decision about how to finish your combo.
First combo…just do damage. The fadc combo pushes them almost a third of the way across the screen, and you want them in the corner.
It’s good to have a go to combo for each situation. You’ll probably use about 3 or 4 main ones though. You just want to find the ones that do the most damage. Sometimes doing a fadc is good if you will stun them very soon or kill them off. Sometimes you want to reset. It’s about meter management and doing what is practical for that given time. Sometimes you want to axe kick them out of the air because it’s guaranteed untechable knockdown vs the reset (but that generally works anyways and is cheaper).
Mostly you’ll be using the fadc from a poke to get in though, until you push them in the corner that is.
On a croucher I’d prefer to do cr lp cl hp, but I guess it is easier to hitconfirm into that other one. I think with practice that one is more doable and does a bit more damage.
I just want express my thoughts on learning Evil Ryu’s one frame links, I will discuss the Cr.Mp, St.Hp link.
This is the exercise I do:
Cr.Mp, St.Hp, Hadoken (FADC) Cr.Mp, St.Hp, Hadoken. Rinse a repeat. It builds it up muscle memory and I find it effective. For instance, I practiced it yesterday for 20 minutes, I played my little brother and I didn’t drop that link at all. Yes, it does get repetitive, but I believe it’s an effective method for learning it.
I was doing practice runs like that, where I practice doing it and seeing how long I can go before I drop it. Good stuff.
It’s not really about being easier to hit confirm. C.lp, c.lp, s.mp xx lk axe kick can combo from farther away than c.lp, cl.hp. You use it when you’re not starting close enough to do c.lp, cl.hp or you’re to far away(or they’re crouching) to link to c.mp lk tatsu.
You can back into the hit and blockstun using the frame advantage and the recovery.
eyu’s cr.mp = 3 remaining active frames (total active frames -1) + 8 frames recovery + 5 frames hit advantage = 16f hitstun, 13f blockstun. Doesn’t combo into axekick.
cl. mk = 4f + 16f recovery - 2 advantage = 18f hitstun. combos into lk axekick, but not mk axekick.
cl.mp = 2f + 21f recovery + 3 advantage = 26f hitstun. combos into any axekick, now that hk axekick was reduced to 26f startup, which was the entire point of that buff.
eryu’s lk axekick = 1f remaining active+ 22f recovery + 1f hit advantage = 24f hit stun. Since eryu’s fadc forward is 21 frames, that gives him the ability to link a 3 frame normal, which again, was the entire point of that buff.
From the hit/block stun, you can figure out what would combo and what are true block strings, but you guys have mostly figure that stuff out by trial and error anyway.
There are rare exceptions though. For example, eryu’s cr.mk calculates to 16f hitstun, but it combos into lk axekick, which is 17f startup, which doesn’t make any sense. Also, fireballs generally don’t let you cancel on the first active frame.
Yea, that makes sense, thanks for the post. I figured you should be able to detect hit and blockstun from frame data. In some instances it seems they wanted some things to work and other things not too. Maybe they felt that canceling cr mp into axe kick would be too good as it is already such a good poke. You cancel out of the first frame which makes it -1 so that makes a lot of sense.
Good stuff.
Good catch there. Never noticed that.
I can’t remember your combo, but if it were cr lp cr lp > st mp x lk axe fadc > cl mp x mk axe > cr mp x lk tatsu x shoryu can do more damage by simply jabbing into a fireball and doing your normal bnb.
The cr lp x 2 lk axe combo does 353
The cr lp x hado fadc > normal bnb does 361 and is probably easier for most to land and hits crouchers at max distance of cr lp range. Maybe some people will have it easier to cr lp 2x to hitconfirm but I think it is doable.
Not going to turn my game on tonight, but I’m pretty sure that’s only doing more damage because you’re using one less light punch. Also, I end up hit confirming into that in those situations where you’re not exactly expecting things to land. When I do see them hit, and see that they’re crouching or to far away for c.mp tatsu, I finish with s.mp xx lk axe kick. It’s a lot better than fireball. More damage, more stun, and puts you in a good range with frame advantage. This is why I use it. Not really for the FADC combo, but if while I’m hit confirming it, I see that the FADC combo will finish them, I’ll go for it. Fireball might be easier but s.mp xx lk axe kick is better, and it’s an option in every situation you’re forced to finish a combo with fireball/ex tatsu.
Right it is one less punch so it takes a bit more timing to hit confim, it can be done, and it is guaranteed against crouchers (I was talking about an fadc into cl hp which forces stand).
I was trying to remember your exact combo though because I thought it was just you fadc’ing into the normal combo and not something else, correct me if I’m wrong (I might be).
But if I was going to kill them off and they were crouching then I would go with the fireball one if it did more damage. I’ll have to look up the combo you said and make sure you weren’t talking about something else.
My 2¢: A blocked hado is punishable at closer ranges. It is unfeasible to hit confirm reliably off a single jab. (It can be done. But it’s pretty much at the edge of recognition reaction time.) Stun is also important. Meter-less options are also important.
It is easier to hitconfirm, although I would say that a lk axe is -7 on block so I wouldn’t want to have either blocked. I guess it is up to you. For the lk combo you will put in more work for less damage, for the jab version you’d have to be ready to go from the get go. The hadoken pushes them back a bit if blocked.
The other version has 3 1f links though, most players won’t do it reliably if the time arises. I guess it is a toss between the two given the situation.
c.lp, c.lp, s.mp xx lk axe kick
c.lp, c.lp, s.mp xx lk axe kick xx fadc, cl.mp xx mk axe kick, c.mp xx lk tatsu, dp
Not really much else to go into, aside from like, a dp after mk axe kick if they’re crouching.
cl.mk after mk axe kick vs crouch also gets you close enough for hk tatsu, in case they’re not in the corner yet.
Might be char specific. Haven’t tested it out.
Doesn’t really support the argument that c.lp XX hado is more viable than c.lp x2, s.mp XX whatever.
cr lp into hado is a fine combo, if they block it, they get pushed back. I prefer to use cr mp into fireball though. It also forces stand for a full combo so it does have its advantages. When you combo into a fireball you have to plan to use it, you can’t just use it on a fast reaction the same way since the window is small. You don’t want them blocking either setup anyways.
The other combo with lk axe works too, it’s just a good alternative if someone wanted to use it.
Also cl mk *is *character specific. It would be nice to have a plinkable 2 frame link after mk axe that did 80 damage instead of 60 for all characters. Would make all of our lives easier, lol. More damage, easier to execute. Make Evil Ryu that much more potent.
Cool.
I was looking more into that combo that K’ posted. It does massive damage, always works (no worry about pushback) and it builds about 1.4 meters at the cost of 2. I actually learned that meter building scales as well as damage and stun. Learn something new every day. Meter building scales slower though, and it seems to be mostly after FADC’s.