I remember stunning Seth with a variant of that combo, but I’ll check when I get home.
[596/900+] LP Engine, cst.HK, cst.HP xx HP Boom xx FADC forward, cst.HK, cst.HP xx HP Boom xx FADC forward, cst.HK, cst.HP xx HK Legs, (Stunned), j.HK, cr.LP, cst.LP, cr.LP, fst.LP, cr.MK xx MK Legs, Ultra 2
Also, cross up j.HK, cr.HP, Ultra 1 is a safe hit confirm on a lot of characters. While cr.HP is -3 on block (iirc) the massive push back makes it unpunishable without a fast, long reaching 3f reversal. For example, Ryu’s EX DP cannot punish it if you time the cross up properly, although his Super can.
edit: forgot about jab link xlxlxl posted. So, updated the combo. 2 more damage!
Lol I landed it right after you posted. The Hyakuretsukyaku stuns and leaves the scaling at 10%. After stun, Tanden Roundhouse U2 does 592 damage.
I think that a jumping kick and 3 Standing Jabs -> Crouching Forward xx legs -> U2 might do more damage at 10 %. It should do 2 more damage than the roundhouse fierce link
Now I’m curious about the number of characters that can break 600 damage in AE without a counter hit or stun.
You guys are weird. Just because the scaling is maxed out doesn’t necessarily mean jabs do more damage than heavies. Tanden s.hk, s.hp xx sb FADC s.hk, s.hp FADC s.hk, s.hp xx hk legs (stun) FA3 Tanden s.hk s.hp xx hk legs -> U2 does 612 damage.
This is a big find below
After SPD, on some characters you can combo meaty divekick -> cl.mp -> cl.hp. Works on Ryu and Dudley, standing or crouching (You can’t crouch under it because it’s during the force stand frames). This dramatically increases the damage you can get off your divekick/j.hk mixup. cl.mp leaves you +2 on block anyway so it’s fine on block. I am going to practice the shit out of this and work it into my setups. Testing who it all works on now.
Edit: Results after testing: Works on 11 characters. The list of characters it works on is not related to the lp tanden combos at all. Yun can also make the divekick whiff entirely by holding neutral while waking up. Hakan gets up more slowly from the SPD that other characters - my divekick whiffed entirely. Note that the SPD leaves them face-down. It might be possible to get cl.mp cl.hp to combo on more characters by changing your spacing and timing, but this was the results of my 1 recorded dummy. Take it or leave it.
You can also combo j.hk -> cl.mp -> cl.hp on some characters depending on how high the j.hk hits but this really isn’t useful in a match.
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you have to walk a bit after each sb FADC
i could have done more like kikuichimonji said (with FA3 )
It does 609.
This does 610 (because the game rounds to 4 instead of 3 with cst.LK):
LP Engine, cst.HK, cst.HP xx HP Boom xx FADC forward, cst.HK, cst.HP xx HP Boom xx FADC forward, cst.HK, cst.HP xx HK Legs, FA3, LP Engine, cst.HK, cst.LK, fst.LP, cr.MK xx MK Legs, Ultra 2
I think you’re weird too, thanks.
On Makoto if you do a tanden engine and do a cl.hk immediately, Makoto goes through you and you can try to get a derpy reset with cr.hp. Too far for cl.hp.
On Juri or Sagat, headstomp -> j.hk -> cl.hp combos if they’re standing.
Added to the spreadsheet on the first page. On some characters cl.mp -> cl.hp works if they are crouching. This gives the needed spacing to fadc cr.hp. Also, on some characters cl.mk xx boom fadc cl.mp cl.hp works.
Does nobody care about the whole “I figured out how to combo into U1 for more than 400 damage off EX Sonic Boom for 1 meter” thing?
Honestly, I’m more likely to use cr.HP, Ultra 1 just because it doesn’t use a bar. The Makoto thing…somethings Seth seems to not recover in time and Makoto can hit you. I’m not sure, haven’t tried that in a while.
Headstomp, j.HK, cst.HP sounds pretty amazing though. Will try to come up with some set ups.
Random thing I found on strings yesterday for use on really late crouch tech use: if you do cr.LK, cr.LP, cr.HP xx LP DP, two things happen. If they block, they only block the first hit of cr.HP. Nothing else happens. If they get hit, cr.HP pops them up and your LP DP works as it normally does for a head stomp combo. Only tried it on Ibuki so far.
So a bit of an update on the TE -> s.MP x2 -> HK Legs. Got a list of who all it works on. About half the cast.
Works on:
Adon, Sakura, Ibuki, Viper, Gen, Cammy, Dan, Seth, Bison, Dee Jay, Oni, Fei Long, Dudley, Evil Ryu, Vega, Akuma, Ken, Ryu, Balrog. (19)
Therefore it doesn’t work on:
Zangief, Blanka, Dhalsim, Honda, Guile, Chun-Li, Rose, Yang, T. Hawk, Guy, Sagat, Cody, Yun, Rufus, Hakan, Abel, Gouken, Makoto, Juri, or Fuerte. (20)
Also for those this combo works on, you can combo into HP Boom also (and no other booms, aside from EX), for a maximum of 6 s.MP in the corner.
And I don’t know if it’s been mentioned before, but when it comes to DP FADC stomps, for some problem characters such as Guy, Guile, Blanka and Cody, I’ve learned that if you hold the focus after DP for a decent while before canceling into the forward dash to the stomps, you can get the full stomp combo and a good reset position.
If you don’t get what I mean, think of how Guile combos flash kick into U2, and that’s basically the same timing. Because of this, I call the technique “Guile Precision Cut”
Why wouldn’t you do cl.mp -> cl.hp instead of cl.mp -> cl.mp?
well say your distance is a little off, it’s “safer” to whiff far MP over far HP. Staying “safer” is better strategy to me than to go for close HP which only does 15 more damage.
Also close MP is good for tick throw setups when you have a lot of block frame advantage from the TE. I suppose close HK is good too on block or hit, and links to c.MP on everybody as far as I know… so I guess I’m not suggesting this is the best choice, but at least better than the old c.LP, s.HP staple I used to follow.
Edit: s.MP seems to combo into itself on characters I previously said it didn’t work on, but I just found out it works on Rufus (and perhaps others) on a MOST PROPER jump attack with the right spacing. If using j.HK, Your foot has to be coming right down on their head. And they CANNOT be crouching.
Just to confirm, you can use cl.hp the same way you’re using cl.mp x2. Honestly messing up cl.mp x2 isn’t safe either and if I get a stun I’d rather just do FA3 -> tanden -> cl.mp -> cl.hp than a jump-in. But on some characters the only way to get the cl.mp links is off a jump-in.
On Fuerte cl.mp -> cl.hp only works on him if he’s standing and off a raw hit or off a jump-in.
After a crumple or tanden on Fuerte you ‘have’ to do cr.hp xx hp srk x2 -> 2x stomps -> divekick midscreen. Oh no. You get more damage.
On most characters cr.lp -> cl.mp -> hp srk works as a hit-confirm. Doesn’t work on really short characters like Cammy because cl.mp whiffs. You can follow up with cr.mp on a lot of characters too. This is useful after a blocked FA2 or tanden engine to prevent jump-out. cr.lk cr.lp cl.hp is probably better still.
Edit: CH cr.mp cr.mk combos. You can use this to get a combo off a frame trap cr.mp after two jabs. Unfortunately you can’t get a sb fadc consistently at this range, especially if they’re crouching.
In the corner on Guile, cl.hp xx EX Sonic Boom -> cr.mk xx mk legs combos. Unfortunately this does less damage than cl.hp xx hk legs -> stomps. I’m trying to experiment with EX Sonic Boom combos midscreen but I haven’t found anything juicy besides cl.hp xx EX SB -> U1.
At 1:18 this combo of ex sonic boom into ultra1 only works on certain characters and has diefferent timing for some of those characters, but it works real easily on Guile.
Other characters as far as I kno are Fuerte Cammy Rose I havent tested it out on everyone yet
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Nice combos dude, are there any videos that show these ? I’m struggling with a few lol
I’m sure seth has probably the most amount of combos, can somebody please list the top 3 meterless damaging combos, and 1 bar if possible.
I’d appreciate it
Focus lvl3 -> Tanden -> Close HK -> Close HP -> Hyakaretu -> Legs (Seth only)
Focus lvl3 -> Tanden -> Close MP -> Close HP -> Hyakaretsu -> Letgs (Selected characters only)
one bar really doesn’t boost Seths damage output much.
You’d have added more damage if you did a focus attack before the last rep of the Close HK Close HP combo, as it would have hit on the final stage of scaling anyway, would have added about 14 points damage.
Also if you counterhit jump HK a crouching Seth & walk forward a tadge (& Sakura for some odd reason) you can do close HK -> Close HP -> Super, which i believe is his strongest combo… Though this was AE, not 2012 so not 100%
Hardly game applicable anyway.
What characters does the light tanden, cl.lp cl.mp work on?
also instead of cl.lp, can cr.lp work?
All of them, assuming the character is standing. It’s a 3-frame link from standing jab and a 2-frame link from a crouching jab. The link timing is the same as linking a crouching strong.