hmm alright, well this is definitely something i need to test out
I’m that way but exactly the opposite. I suceed at LP SRK -> FADC, HP Shaku far more than the MP SRK, so when I do an SRK out of the blue, I always use LP because I’ll FADC out of the first hit of the MP version because of muscle memory. Go figure.
I simply find the LP SRK easier than worrying about making sure I’m focus cancelling the second hit of other for the best result. Better not do the last hit because that’s the most likely I am to miss it, better not do the first hit because that’s dropping damage.
That, and I don’t look quite as foolish when I miss the SRK juggle as flying up and floating down with HP SRK does.
For those struggling with SRK - FADC - Red Fireball, don’t think too hard about the intricasies of your technique. As long as you get the Red fireball straight out of the end of the dash (you have a 25 frame dash window to complete HCB within) then it’ll land provided you weren’t terribly slow with cancelling the SRK.
When I gave this a shot to see if I could pick it up, I struggled at first also; but once I started dashing into QCB+HP instead it started coming out like clockwork, and I picked it up from there. There’s a leniency which allows :r: :qcb: to substitute for :hcb:.
The :r: need only be the second :r: of your dash. From there, it’s pretty generous with the pause it allows before the QCB in order to get HCB registered.
Basicly, just dash into :qcb: :hp: for the red fireball and that should make it easier to squeeze into the dash window. For me, noticing that shortcut made picking up the technique delightfully quick and painless.
The rest is just practice, and it will come around… unless you’re a very unfortunate minority. One thing I’ll say about focus cancelling into the red fireball is that it seems to have off days even with me where it refuses to work also. Just persevere, maybe try a more reliable controller type. (Sixaxis for me)
The answer is "stun"
DP+hp should only net 10 more dmg when canceled on the 2nd hit.
DP+lp does 50pts extra stun for 10pts less damage.
Considering that you average 600+ stun on a full combo. Stun is definitely a strategy put to use by Akuma. Two full combo’s and the opponent is likely to get stunned v.soon.
DP stats:
lp = 130(70)dmg; 200stun
mp = 6060dmg; 100100stun
hp = 806050dmg; 1005050stun
ex = 806050dmg; 1005050stun
==============
Quick question about DP+mp…
Can you really cancel off the 2nd hit? I have never tried… just assumed you wouldn’t be allowed to as you would be airborne.
the answer is not stun
after tatsu, lp dp does the most, but post-tatsu, the opponent is in juggle state
if the opponent is on the ground, MP2 hits does the most damage because the opponent is still grounded
so if you do like cl.HP>mp2hits>fadc>shaku u get 380
but cl.HP>tatsu>lp.dp>fadc>shaku u get 379
if you are just going for a regular DP from the ground u want MP
but if its after a tatsu from a combo or an air tatsu, u want LP>shaku
I see. You would only net 70dmg from the DP+lp. And the DP+hp would get 140dmg.
DP+lp still nets an extra 50pts of stun over DP+hp at a trade-off of 70dmg.
Wouldn’t c.hp xxDP+lp xxFADC > shaku+hp
…be better than using DP+mp (10dmg more)
I’m confused now… why don’t we (after a TAT+lk) use DP+hp as oppose to DP+lp?
go into training mode and test the LP and 2 hits of the MP
Not home.
Going to the arcade in a bit for a few hours. Would be good to know the specifics before going in
If you know the answer…
MP SRK on its own, and LP SRK for tatsu combos. You shouldn’t really be doing the HP version for anything other than the combos without FADC.
no cause you get 130 from the lp dp. that’s why it’s used after a bnb lk tatsu. mp dp->red f/b if tatsu is not used and you’re in range that both of the hits connect.
yeah you can cancel off it,
Now that you mention the stun as being a factor i guess that would drastically change things lol
if you’re in range and you can’t combo w/ the lk tatsu (crouching opponents) use mp shoryuken so you get the full stun and the most damage. also use mp if you’re doing a wake-up shoryuken->FADC->red f/b.
you do wake up MP dp and they aren’t close enough it’ll hit once you won’t be able to cancel it and you’ll be in for a world of hurt. I use MP dp after a blocked FA dash up MP dp cancel into shaka if it hits otherwise cancel and backdash.
You have to dash cancel the FA. Right after you release, tap f,f. That will make you dash immediately after the hit. This not only puts you in their face, but actually recovers faster than leaving it.
Im a pad player (for now), and I find it pretty hard to cancel after LP SRK during tatsu combos.
Is it really easier to pull it off with an arcade stick? I was watching your combo video and it just seemed so easy. :lol:
West is like a pro 360 pad user, so you’d have to ask him about what he does to shorten the FADC time. As for stick, I think most people would be in agreement that it makes FADC’s easier. Just as a rule of thumb, make sure you’re focus canceling as such:
:r: + :mp: + :mk:
:r:
Don’t ever hold focus, dash and then release…just tap it. That way, you save a lot of time, you can even use the latter forward motion to start your red fireball input.
rather than post a new thread I thought I’d just ask here rq incase anyone can just answer just as quick
thats the basic combo. I know a few ways to open or end it, but are there any other hits that can be jammed inbetween those?
(most likely between light sweep and tatsu)
it’s fun landing a full swinging combo on ppl when they slip up once, but I wanna make them bleed. I wanna hear them rage quit accross the atlantic ocean
Have you finished Akumas hard trials? The second one brings exactly what you want:
cr. lk > cr. lp > cl. hp > lk. tatsu > hp srk.
whats “cl.”?
sorry I’m still unsure what abriviations on this forum all are.
and no I couldnt get past the 1st hard trial. where u cancel somthing
I’m no good at cancel thigns
cl = close. There are two different standing hard punches.