Thanks for the apology. Im just so excited to find new off-shoot combos for this particular character. Since there isnt going to be a challenge mode for him. Atleast, for awhile. I would also like to add this situation:
lp srk>>FADC>>hk tetsu
right after you land this you can tech throw right afterwards almost free. If not, it creates a great distraction. Pulled this off on an Oni yesterday.
Not too sure if anyone covered this yet, but I think this is a pretty nifty reset.
Instead of going for the standard lk.tatsu into DP followup, we already have the idea of having c.hp, c.mp, s.mp, s.lp, c.lp, or whatever as a reset. But what the guide is kinda forgetting is the fact that even though this is a reset normal, that reset normal can be cancelled into an axe kick.
What happens is that you hit them with the reset normal, and you cancel into an axe kick to end up RIGHT in their face with what seems to be frame advantage. Now you put your opponent in a hard situation: To reversal, or not to reversal? If they reversal and you get hit, you take a lovely chunk of damage. If they reversal and you block, since you’re coming from a tatsu combo that should rack up stun and presumely the ideal c.hp as your reset normal, one mistake and they probably be stunned at the end of the exchange if you block and should have an enormous life lead, if not win the match.
It’s an interesting predicament to get your opponent in. If you show it the first time, they’ll probably be caught off-guard and eat a throw, which leads to a crossup or land-in-front-dive kick mixup. The second time, you put them in that interesting “Am I gonna risk the match here?” predicament.
EDIT:
Tested it out. You are actually not in frame advantage after. D:
This is good stuff. Here are a couple that I’ve been having some success with:
counter hit c.mk -> mk axe kick is a good combo starter
Also, I think our punish combo is:
s.hp -> mk axe kick -> c.mp -> fireball -> fadc -> s.hp -> mk axe kick -> c.mp -> lk tatsu -> hp. dp
If you land this after focus, it hurts a little more if you start with s.hp -> fireball and ignore the inital axe kick
And I thought I found a broken ass demon setup, but axe kick will not kara into demon; it only cancels after the hit. If you guys can find something baller with this, let me know.
Edit: I just tried this online and it wasn’t working because the opponent was flying back to far. Went back to training mode and noticed I had counterhit turned on. So, mk air tatsu has a different knockback on counterhit. Kind of strange.
If I hit someone with a focus attack I won’t use a FADC combo unless I think I will take the round or close to it.
FA -> s.hp xx mk axe kick -> cr.mp xx lk tatsu -> HP SRK already has the scaling at 40% for the end of the combo.
However, I think cr.lk cr.lp cr.mp xx fireball FADC s.hp xx mk axe kick -> cr.mp xx lk tatsu -> hp srk is totally worth it if you have committed to the cr.mp, especially if the opponent is crouching. Otherwise you just get an EX Tatsu or link uppercut combo.
Has anyone covered this. Doing two focus attacks before dashing
The way to make it connect is based on two ideals. One that the character is large enough to connect off the level two focus. The other, is if it will work from a level 3?
Level 2: Sagat, Hakan
Level 3: Oni
(can be done both midscreen and in the corner)
Level 2 focus > focus attack > dash > Hk tetsu (146 damage/250 stun)
Level 2 focus > focus attack > dash > Hp shoryuken (158damage/250 stun)
Level 2 focus > focus attack > dash > U1 (293/325stun)
Level 2 focus > focus attack > dash > Ex Hadoken > Ex Tetsu 7hits (227 damage/340stun)
Level 2 focus > focus attack > dash > Ex Hadoken > FADC > Ex Tetsu (214 damage/340stun)
*Level 2 focus > level 1 focus > dash > Ex Hadoken > FADC > U1 (292damage/280Stun)
*works kinda from the middle if the opponent is falling down the side of the corner. So the U1 can catch.
(in the corner only)
Level 2 focus > focus attack > dash > U2 (260damage/220 stun) no animation
Level 2 focus > focus attack > dash > Ex Tetsu > U1 (280 damage)
Level 2 focus > focus attack > dash > Ex Hadoken > U1 (292 damage/280stun)
(Special Set ups)
Level 2 focus > focus attack > dash > Ex Hadoken > 3xP teleport (Crosses over grounded opponent. Nifty mid screen mix up)
Level 2 focus > focus attack > dash > 3xK teleport (does the same kind of cross over)
Anyway, let me know if you guys find anything interesting. Involving this fearsome two-fold focus strike! gghf
Some combos I used when trying out E. Ryu, would like to know which ones to use more-
1- Jump HP/HK–>St. HP–>QCF+P-FADC->St. HP–>HCF+MK–>Cr. MP–>QCB+LK–>HP SRK
2- Jump HP/HK–>St. HP–>HCF+MK–>Cr. MP–>QCF+P-FADC->St. HP–>HCF+MK–>Cr. MP–>QCB+LK–>HP SRK
What’re some useful and/or easy combos into his Ultras?
Shakunetsu Hadoken combos into U1 from a decent distance if your opponent is in the corner. You can use this the same way O. Ryu uses EX Fireballs to fireball trap to ultra.
srk fadc EX Shakunetsu Hadoken U1 does like 50 more damage than raw srk fadc ultra. This reduces the damage gap between U1 and U2 combos. I think eventually U1 will become the accepted best ultra for E Ryu. U2 is good too though.
cl.mp (but only cl.mp) combos into all versions of Shakunetsu Hadoken. If you don’t cancel immediately though it won’t combo.
Midscreen, cl.mp xx EX Shakunetsu Hadoken -> U1 combos for like 420 damage.
You cannot do FA2 -> full U1 charge. Only FA3 combos into full U1 charge.
E Ryu’s EX Hadouken is +3 on hit up close and his s.mk is 3 frames. s.mk also leaves you abnormally close when you cancel it. j.hk -> s.mk xx EX Hadouken -> s.mk xx EX Hadouken -> s.mk xx EX Hadouken -> s.mk xx EX Tatsu -> U1 does 546 damage.
When I do cr.lk xx cr.lp -> cr.mp xx hadouken FADC, sometimes I can’t get close enough to land cl.hp. I think the best option then is cr.mk xx hp shoryuken. At just outside cl.hp range you can use cr.hp xx mk axe kick instead to continue the combo to cr.mp to tatsu.
On Blanka cl.hp xx mk axe kick -> cr.mp xx lk tatsu does not work, the tatsu whiffs. Use a cr.lp instead of cr.mp.
Okay, so my last post is partially a lie! I only tested it in on Hakan. So, I will test this out a little further. Apologies to anyone who tried this in a match.
I like cr.LP, cl.MP xx EX Shaku, after a jump in it’s a nice way to confirm into U1 midscreen while only using 1 EX bar. Also for more damage you can skip the cr.LP if you’re jumping in and punishing a fireball or something.
Also when you’re doing an Shaku from cl.MP I recommend using HP as one of the buttons because if you happen to miss the cancel you’ll do the target combo instead.
I like that hit confirm. Thanks for the tip, I didn’t know ex shaku went into U1. However, I think that, in a punish situation, it’s up to the player to determine whether the damage is worth the meter or not.
cl.mp -> ex shaku -> U1: 326
cl.hp -> mk axe kick -> c.mp -> lp. dp -> fadc -> U1: 369
I say lp. dp because the first hit of hp. dp does 90 damage and the first hit of lp. dp (or mp) does 100, so whenever you don’t need the priority and you’re gonna FADC, you should use lp or mp.