Just work on your timing – you’ve got 2 frames to get the srk out.
You can get it two ways: Link the jab and chain the srk, or chain the jabs and link the srk.
If you rapid fire your jabs, you can’t cancel into a special. Since uppercuts come out so fast, it’s possible to just link srk after mashing out two quick jabs.
You can also jab, pause for a bit, then jab again and cancel it into srk. Pause long enough so that your jabs don’t rapid fire, but not too long so that your jabs don’t combo together.
I have been having a hard time trying to connect l.pSRKxxFADCxxhcb.hp and i keep missing the fireball. Does it only work in corners or after the qcb.lk combo?
You’re not doing it fast enough. The shaku is one fluid motion from the FADC. Immediately after pressing the second forward, do the half circle back. Really easy timing imo.
This combo can be done in 3 movements
F-QCF+lp xxFADC > HCB+HP
If you do not do a shortcut DP+lp ending in the joystick motion of d,f… but instead end the motion in ‘forward’ - it will count as 1st part of the double dash of the FA.
If you then immediately do a HCB+HP and begin the movement with a ‘forward’ input - it will count as the 2nd input for the dash aswel as the 1st input for the HCB+HP
The combo becomes:
F-QCF+lp xxFA> HCB+HP
But the dash happens automatically. So the inputs in raw would be:
df, d, df, f+lp > neutral joystick+mp+mk > f, df, d, db, b+hp
This is the quickest and technically/practically easiest way to do it.
We are cutting out the dash-cancel inputs (f~f). But we also including them!
CORRECTION. After sometime in training mode - I believe the F-QCF+lp does not count towards the first part of THE DASH. The HCB+HP will still count towards the 2nd part of the dash however. I was simply mis-reading what my hands were actually doing. Instead FADC is done by inputting “f+mp+mk, f”
So the combo in it’s shortest motion is
DP+P xxFADC > HCB+HP
With the following inputs:
(f,d,df+hp) xx(f+mp+mk) > (f, df, d, bd, b+hp)
The inputs in BOLD are what is counted towards the dash command. The game does not read the “forward” of the stick as part of the dash when doing a special move (well not that I can prove with my own skill anyway). But I just theorized it would since that is the way things generally work, eg. fb xxSUPER (ryu/ken) with qcf+hp, qcf+hp.
You might as well learn doing it the proper way by implenting dash after your FA. 'Cos if you’re going to play Akuma you will need to be able to s.HP xx Fireball, FADC, s.HP xx light Hurricane Kick, fierce DP.
@ jehoedi lol, that combo you just wrote down implements the same buffer shortcut gunslinger mentioned in his post, with the exception that the FORWARD motion is coming from your FB instead of the DP.
I think we should specify it as “implementing dash during your FA”. It’s a small difference but makes a very substantial end effect.
Take this string into example:
DP+LP xxFADC > HCB+HP
Inputs with “implementing dash **after **your FA”:
(f, d, df+LP) xx(MP+MK, f, f) > (f, d, df+HP)
Inputs with “implementing dash **during **FA”
(f, d, df+LP) xx(f+MP+MK) > (f, d, df+HP)
Using this method you make a saving of 2-inputs. A significant saving. Here we are modifying the way we look at “executing the command of FA”. We generally perceive it as “MP+MK”. But if we perceive as executing the command as “f+MP+MK” - we will enhance the likelyhood of completing the string “in time”. We also remove “dashing” out of the equation as the inputs are already in the commands (1-f for FA, and, 1-f for HCB). Now that’s efficiency!
Let’s take a look at this string: s.HP xxFB+HP xxFADC > s.Hp xxTAT+lk > DP+HP
Inputs with “implementing dash **after **your FA”: HP xx(d, df, f+HP) xx(MP+MK, f, f) > HP xx(d, db, b+LK) > (f, d, df+HP)
Inputs with "implementing dash **during **FA" HP xx(d, df, f+HP) xx(f+MP+MK, f) > HP xx(d, db, b+LK) > (f, d, df+HP)
Using this method you make a saving of 1-input. Not much… but considering the important part about nailing this string - is the execution of the FADC (as quickly as possible). That 1-input saving is crucial.
We are spending 2 bars of ex and gambling our health on executing this string flawlessly. Any saving is crucial.
The reason why I blabber on about all this is…
take ‘challenge mode > combos’ for example. They tell us the moves that need to be comboed… but they don’t tell us the “spacing” or “timing” on when it each part should be done.
So to help the community on how to execute the combo’s involving FADC… it should be specified on how to do the MOST EFFICIENT FADC possible. I know it would have helped me if someone told me about this instead of accidentally coming across it during frantic long sessions on trying to execute combos!
I put a lot of effort into thinking and writing about all this - hope this helps a lot of people!
You rarely will have time to do R-FB. In most circumstances you can catch the opponent with a 1-hit FB.ex. However the damage of this might not be worth the bar.
Where…
you have enough time,
the opponent flies more vertically,
you input your juggle immediately upon a trade
You can follow-up with a DP+HP. I don’t think DP.ex is worth it.
You can probably (not confirmed) juggle with the other DP’s aswel.
All DP follow ups should do 1 hit (not confirmed).
Where the opponent is trapped in the corner and jumps at you and trades - subsequently sent back into the corner.
You can do some more damage with juggling them with TAT.ex
If they get sent back into the corner - you can juggle with a full-hitting DP+HP.
However - it has only ended up (tatsu) hitting twice - sending them out of the corner. And that is not strategically a good thing!
In summary - Just go for the DP+HP if you think you can get them. Otherwise you should just probably let it go and spend your time thinking about wake-up tactics instead.
Further note: I used Sagat’s infamous j.MP as my experimental dummy. Man… that thing is so frustrating. Beat me out most of the time!
yeah…sagat’s j.mp sucks bollocks…i usually have to walk forward or back, then cr.hp to successfully AA, because as well all know trading with sagat usually means you get the shorter end of the stick.
I’d hypothesize; Lots of people shortcut FADC with “f+MP+MK, f” accidentally. And subsequently thinking they are the shit.
And for people learning who ask: "how you do it so quickly? I can’t get out the ULTRA in time"
They reply: “I’dunno… just press mp+mk and then f-f quickly!”
…This is a real scenario of me explaining how to FADC to a friend. I now feel responsible for teaching bad technique to a friend who just wants to DP xxFADC, ULTRA (Ryu).
I’m pretty sure I’m not the only one around here guilty of this.
But if we focus on the technicalities of our own executions - we can better ourselves. And more importantly - teach ourselves to be in the mindset of buffering and short-cutting when learning new-combo’s and strings… or refining old ones.
And to repeat - I don’t think there is a better explanation or better way of doing DP+LP xxFADC, HCB+HP
… then this:
(f, d, df+LP) xx(f+MP+MK) > (f, d, df+HP)
Sidenote, if the ex Hurricane Kick hits them into the corner you can follow up with a light DP, FA cancel it and follow up with the Shaku. Doing even more damage than you first intended, mtran66. If you’re willing to take a risk that is.
Hey I’m really trying to make xx >> lk tatsu >> st. hp >> lk/mk demonflip a viable part of my game. However, I’m having trouble canceling the st. hp into the DF after doing an lk. tatsu.
In practice mode I can easily cancel it if I just walk up to the dummy and do st. HP >> DF, but I’m having trouble canceling it when using it as a reset.