Oh if you really want to cr.mk xx lp sonic boom xx FA2 -> cr.hp is a good hit-confirm off the cr.mk but don’t fuck up the FA2.
how about cMK xx sonic boom, FADC, cHP?
i saw it in a video (not a matchvid, its possibility was discussed here in another thread, and the guy recorded it), but i couldn’t replicate it. unreliable?
Basically doesn’t work. Neutral j.hk -> s.hp xx lp SB fadc cr.hp works on specific characters but cr.mk moves you too far forward for the sb to hit meaty.
lp sb provides no more frame advantage than hp boom.
lp sonic boom moves more slowly so it will hit meaty in the combo depending on spacing, hence why I said neutral j.hk -> s.hp xx lp boom because that makes the SB hit meaty.
Frame advantage from the SB doesn’t matter at all because it’s a FADC combo.
I don’t follow, at s.hp range there shouldn’t be any difference no matter which sb you use.
Case in point, I always negative edge from s.hp as it’s less effort.
in this case, it does matter though.
How so? Can you give an example please.
ok, just trying to make sure, we are talking about tanden>cr.LP > st.HP xx lp.Boom xx FADC> cr.HP, correct?
Anyways, Sonic boom has an initial, large hitbox, right in front of seth. this is the hitbox that hits MOST of the times. What happens when you do this setup is that this initial, large hitbox does not hit. Instead, the actual travelling hitbox of the boom (that comes after) hits, later, giving you the frame advantage you need.
The reason you have to use lp.Boom for this, is the travel speed. HP-Boom travels too fast, and even if it doesn’t hit on the initial hitbox, it’ll still hit too soon for you to get enough frame advantage. This does not happen with LP boom, as not only it whiffs the first hitbox, it also has a small travelling time between whiffing the first hitboxes, and actually reaching the opponent’s hitbox.
This of course only works on character with smalls hitboxes and/or a big sway in their hitstun animation (Ryu, for example).
Hope I made it clear.
Also, Kiku, i think the problem with cr.MK is not the way it jumps you forward when you sonic boom. At least not just that. The bigger problem is that it does not cause the huge sway back a st.HP does, matter of fact, i think it makes the opponent lean forward even, thus hitting on the first possible frame of the boom, and not giving you the meatyness.
I was talking about this, although I’ve been mainly doing it from c.lk > s.lk > s.hp… in these two situations which boom you use makes no difference.
I just tried; tanden > c.lp > s.hp xx sb FADC c.hp, and was unable to get it to connect with either lp or hp boom on Ryu, are you sure this works (without tanden it can work with either speed boom)?
wait, I need to re-check it all.
Didn’t we have this conversation a few days ago on the sonic boom xx fadc > cr.hp thread? I’ll brb.
EDIT: ok, I totally see what Kiku meant. I’m testing it out on Dudley. from the right spacing (hard tog et actually) you can nj.HK>st.HP xx lp Boom xx FADC> cr.HP. But i could not, for the life of me, repeat the combo using hp.boom. i really cant get it to work.
And Hawkins, my bad, I meant tanden>cr.lk>cr.lp>st.HP xx boom (any, you’re right) FADC> cr.hp
Okay, well on Ryu it works with hp boom, as does any other example I’ve so far tried against any character where lp boom works… when I get back home I’ll test against dudley though, maybe there is a difference on some characters… I guess we’ll see =).
yeah, maybe it’s just me fucking up.
Anyways, just a small thing: cr.lk>cr.lk>cr.lp>st.lp>st.far.mp sets up a nice spacing for a dive kick to hit the oponent’s feet. he just needs to stand the fuck still.
Just how specific is the spacing? I couldn’t get it against dudley with either sb.
Anyway, along the lines of the combo you just gave I’ve just started playing around with s.lp > s.lp in to frame trap lp srk… if you only use it rarely I think it’s pretty hard to punish and gives you meterless stomps or U2, so quite nice. Maybe this is moving in to combo thread talk though, so I have a question too:
s.hp xx hp srk x3 > U2… godlike or impossible in a normal match?
I’m pretty sure it’s a 1 frame link, I can only get it 1/10 times from spamming ultra.
Dont bother u2 after dps unless its going to kill, never really worth it.
Cr.hp fadc combos are also rarely worth it. I never use crumple combos really either after sb fadcs cause if you fuck up you lose momentum, 2 bars, and damage.
I hope you don’t mean DP FADC as well.
And if you don’t fuck it up you get 1 meter back, more damage, and a midscreen reset. I usually just go for FADC s.hp xx legs myself but the crumple does much better damage and leaves you in a better position.
The SB fadc cr.hp combos are moreso of a training mode oddity than anything but the crumple combos are pretty damn consistent even though the timing is strict.
so why not just connecting a FA lvl2 instead of dash canceling into cHP?
to me it seems like getting used to the timing for FA crumple is much simpler than bothering about how to make a LP SB hit meaty.
on the other hand, seth is not my main and there is a good chance i have no idea what i’m talking about.
so, here is the question: is there a downside to that FA combo (aka jumpin, clHP xx HP SB xx FA crumple)?
i rarely see it in matchvideos, besides in matches of poongko (remember that match against that thawk? he does it twice when he ends the second round with a 49hit combo). never saw onlinetony or sabin do that, and that can’t be an execution issue.
what could be the reason? i’m sure there must be any downside of it - but i just don’t see any, all i see are major advantages:
first, cHP is guaranteed after the crumple. next, you can always backdash if you misstime your combo and the opp blocks or dash in with little frame advantage and try to keep momentum. with a misstimed FADC, cHP you are not really save with -3, but you clearly have no more momentum. finally, i think (and that’s the interesting part - i think. but i just don’t really know) execution is much more consistent than that meaty SB and different outcomes with different hitboxes.
so, whats the downside?
seth has 750 health and doesnt output the most damage/stun. most players realistically will never go for the crumple in a match because if you miss it, you’re giving up free damage. the 1 bar you gain back is really moot since seth builds meter so fast. the mid screen reset is risky in itself as there are safer mixups without doing that combo.
s.hp boom xx fadc s.hp dp, walk back a foot jump forward instant dive kick is ambiguous and can be combo’d after. or you can do a deep j.hk/lk for crossup into combo or another mixup. rather than just stomps > dive mixup
Downside is focus crumple does less damage and doesn’t work in all the same situations.
Focus crumple is perfectly usable in a match without risk, you just need to remember what combos leave you with the right spacing.
gridman: c.lk > s.lk > s.hp xx hp srk x3 > U2 does about 120 extra damage I believe, which depending on the situation would be worth it… but the worth of the combo wasn’t my question anyway, I was just discussing the difficulty of it.
Dude WTF? Guy’s cr.hp beats jump hk and like everything else even crossup jump hk! only thing it doesn’t seem to beat is j.d.mk but a lot of use that is at the range it will win…
Alsowith all this talk about boom FADC cr.hp why don’t you guys just hp/cr.mk xx boom xx FaL2, lp. engine, cr.hp?