Seiei-Enbu: Options, Loops, and Resets

Very nice. 613 is a pretty damn good number. Can it be modified to end in a sweep? ultra? launcher? etc. If it effectively can and still do a damage amount close to that, I think this may be the reason I’ve been looking for to save meter for the 2nd round. Also how about the conditions for starting it? Like, would I be able to do c.lp, s.lp, c.mk, mp.palm > super into this? Sorry for so many questions I can’t play atm lol.

At the end instead of doing dash lk xx rekka you can do st.lp sweep for hard knockdown or you could do st.lp ultra 1.

It’s very hard to end in launcher as you need to make sure the launcher only hits once(out of seiei enbu) or they’ll just get reset but also have enough hitstun to combo into the launcher.There are setups to combo into launcher but you’ll lose damage as you’ll have to leave a palm loop out unless someone can make a practical way to end in launcher.

You can hit confirm into it with a normal combo into palm but you may not be able to get mp palm after depending on how far away you were when you activated but you can just do walk forward st.lk xx mp palm and go into the loop instead,Also you scale the combo a lot my starting with a full hit confirm.The best thing to do imo is just either st.hp/mp into palm frametrap when they’re in the corner and hit confirm it,which is easy enough if you see the mp/hp hit activate and go into full combo which does around 585 starting off hp/mp.

Fucking sold. Back to the training room with me.

Idk if this was mentiond but the sickest loop i have seen and now i do is the cl,hp xx lk. Teleport like 5 times then sweep for the rest, then i go for the cross up roll kick whill still i. The super. And if it hits. U 2 the,

How come when I’m trying to do that loop my s.lk wont cancel into mp palm? I can only make it happen sometimes, really confused…

You need to cancel very quickly , like a plink, in the begining is hard!

Ok, I’ll give it another shot tonight. That’s odd since its so much easier/slower to do when your not in super mode.

Using an Xbox remote and having trouble with… all of the loops. Any tips or shortcuts?

I’ve seen people mention the cross up roll at the end of the corner palm combo but I can’t work out how its done. Does anyone have a video of this?

Can be done out the corner, not sure if the MK roll works, but after knockdown (with super still active) wait a few then do HK rollkick. The “shadows” should cross-up on their wake-up and if it does, its a free ultra 2. It’ll take some practice because you need to buffer ultra in the opposite direction of where your opponent woke up. Spacing also contributes towards the timing of when to do the HK rollkick.
…Hope that helps. Would just take it to training mode, MP Palm xx super xx sweep > ( wait a sec) HK rollkick > U2
Also note: i think size matters too, but it works on Dan, Ryu and Yun for me. think bigger characters and Gen you might have watch your timing.

And i hope thats what you meant ^^;; by crossup after palm

Yeah this helped a lot. I was doing it completely wrong lol. Managed to get it a few times in training mode. Thanks for the explanation :slight_smile:

No prob.

Felt like posting some midscreen tech. Not sure if it’s been mentioned. Yang has scary dp mixups while waltzing after he connects a sweep, so any combo that leads to sweep during super is powerful, especially when you have ultra.

List of combos during super that can end in sweep - All information here assumes you are in super (starlight waltz) mode. I refer to this mode as waltzing. All info here was tested solely at midscreen.

  • all these combos work on Ryu and I assume therefore most normal sized characters. Unfortunately, they don’t seem to work well on small crouching characters like Ibuki and Sakura. The shadows whiff more easily on them preventing these combos from working. Just something to keep in mind.

A hit-confirm into super then link into sweep combo

  • cr mk xx medium palm, cancel the medium palm into super if you see the cr mk connect. You can then link the sweep easily after you recover from super animation startup.

Simplest high/low combos into sweep during super

from overhead
f. mk, sweep - 172 dmg (overhead into sweep)

from low
cr. lk xx single light mantis slash, sweep - 119 dmg (can be done from max cr. lk range, this is his fastest low option)
cr. mk xx single light mantis slash, sweep - 171 dmg (can whiff on characters if done from max range)

50/50 tech after landing a sweep
Works from mid to far range sweep. Timing is more difficult from a point blank sweep

  • Immediately do hard rolling dp after sweep. You’ll cross them up and the shadows will attack from the other side.
  • If you delay your dp every so slightly you’ll stay on the same side. You’ve got yourself a 50/50 mixup.
  • You can tag on U2 if this connects. If you don’t have ultra 2 then you can tag any of his dp’s after this (the medium and hard both hit for two!)

Lastly for those who like combos that finish semi-quickly and keep the opponent standing for more resets, here’s two:

High dmg (200+) midrange mixup combos
both of these combos keep the opponent standing for another mixup attempt

  • f. mk, c. mk xx light mantis slash, c. mk xx medium palm (this combo starts from an overhead)

  • c. mk xx light mantis slash, c. mk xx medium palm (this combo starts from a low)

Interesting, while doing the senei enbu shadow launcher tech if the opponent keeps the controller in a neutral position it completely whiffs. If he does anything though, like try to jump, press a button or even block the shadow makes contact and puts then in blockstun/juggle. It’s like the incoming character invincibility from marvel i suppose.

I kept wondering why i the shadow wasn’t trying to connect when doing this in training until i set the dummy to do it.

If you plan on building meter, using his kick target combo may be an option. It’s not as cheap as yun’s target combo xx lp shoulder, but it builds 1/5 of a bar, which is more than cr.mk xx slash.

is this what justin was talking about? you got a vid or explantion?

Refer to the last couple posts in this page: Just Rolling With It: Yang General Discussion Thread

(this forum doesn’t give posts hiperlinks?)

Haven’t managed to use it once in an actual match in a whole weekend of playing lol. Everyone gets stunned mid senei enbu.

overhead reset from a target combo in the corner, pretty good dmg and only loses to dp/ultras

Yang chip.

I couldn’t get the palm loop to be a true blockstring no matter how hard I tried. Even when it combos it leaves a gap for reversals. I wonder if it’s still actually possible with the palm nerfs?

Still the best chip in the game?

Pal,Even though the palm was nerfed in AE 2012,No changes were made to total frame count during a Seiei Enbu.Even the s lk it was nerfed to 5 frame startup but in Supermode it is still 3 frame.

No doubt its the best chip in the game…