shoryus are all parryable high and low.
so you can choose to tap forward or down on each hit of the shoryu.
i suggest tapping down the whole time.
shoryus are all parryable high and low.
so you can choose to tap forward or down on each hit of the shoryu.
i suggest tapping down the whole time.
Any combination will work. Down parry will lower your hitbox, making it easier (to me at least) and will make some hits whiff vs srk supers (Dud SA1 for example), allowing for more time to punish.
edit: :eek:
Thanks, guys! I hoped all it took was tapping down three times, but I didn’t figure that would work since the last hit of the Shoryuken seems to hit high. But glad to know otherwise.
Final question for today: I’m practicing a combo that involves three L. Machine Gun blows in a row. When’s the right time to cancel one and start the other?
Thanks again!
Naturally LP MGB juggles are going to be very strict with the spacing and timing. You’ll know when you’re doing it correctly of course when Dudley only lands that last hit uppercut from the hip there to pop them up for another juggle. Thus it’ll take some training mode time to know when you can act immediately after the last one. And then rhythmically land them all. I wouldn’t be able to say so much on timing or if there’s a change in timing at all though.
Again going back to the best combo you can currently do, it isn’t required to get 3 MGB for great damage, infact it may limit damage with Special moves cause damage scaling, but then my buddy just hit me with 4 into Corkscrew online an ocean and a continent away just to style on me. Too bad for him Corckscrew did about 3 total damage by the tail end of it there.