i’ve been seeing ppl are using lk instead of lp after hk reasons behind this or just preferences?
After a far roundhouse? c.LK has more range than c.LP.
oh, gotta start using cr.lk then, thanks
c.LK isn’t a one size fits all nor is c.LP or any of the other options. For starters it does the least amount of damage among any of the linking options so it is best reserved for when no other normal will reach.
Against skinny characters c.LK works great, but against characters like Sagat it whiffs where it would have hit others while c.LP seems to work better. Also a problem is that on some characters like Viper and Cammy it has too good of a range to the point where you can hit with the Tatsu and whiff the SRK setting you up for punishment. Though the last problem can be avoided by using c.HK instead of a SRK when you see it is going to whiff since most of the characters this problem occurs against can be hit by the c.HK.
It takes some practice to know when to use it and when it is better to use other normals. It is a great option against characters like Ken, Ryu, or Akuma when you know a c.LP won’t reach.
I was watching a few video’s on youtube and noticed a small trend with some akuma players. After a demon flip dive kick some of the jap players (namely momochi) would do a cr.lp, s.hp into bnb. Is there any need for the cr.lp other than for hit confirming? Because from the looks of it u get a tiny bit of extra damage if u leave out that cr.lp.
I asked the same question a few days ago, not sure if it was on this thread.
Yeah, the cr.LP is a hit confirm. If your attacks are blocked, you can start a crouching block string.
oh yeah i’ve noticed it works so so on some chars(TU in the face :sad:) and for the shoryu whiffing i usally opt for c.hk unless the dp will kill 'em off.
But yeah i’ll go practicing and learn the spacing a bit more so i know what normals i should use for the char/spacing
thanks
The general trend goes like this
Distance
c.LK > c.LP > c.MP > cl.HP
Damage
c.LK < c.LP < c.MP < cl.HP
Appreciate it :tup:
what would be good, is to add a video of each combo to show proper execution as a visual aid helps a lot when trying to get the right spacing and timing.
Have you checked this one out?
[media=youtube]bCfuEXzJ_d0[/media]
Long live the loltima :party:
yeees i have, but i meant next to each combo, or that video put in the first post!
finally managed to do the HP© -> QCF+HP -> FADC, HP© -> QCB+LK, DP+HP over and over. I’ve only had a stick since thursday
nice, fast learner
i have a quick question in regards to akuma’s rh jab rh loop. can you finish this loop with a sweep without going into the cr. lk xx tatsu?
like s.rh > s.jab > s. rh > s.jab > cr.rh?
yeah that works.
u can see it being performed by Momochi here
[media=youtube]_ayFfrArRfA[/media] 0:38
You can combo a sweep off of a far.LP so yes it is possible.
Standing Light is by far the best comboing tool because it gives you such a good frame advantage, but unfortunately the spacing on it limits its use against many opponents.
Do you guys double tap the standing LP on the lp/roundhouse loop? It seems to be the biggest problem for me to land the jab, what type of plink/double tap method do you think works the best for this loop combo, if any?
I dont think you could plink it, you might get a throw instead?
I find the roundhouse harder to link, but what you can do: LP~HK for the jab, HK~LP for the roundhouse, easy to remember.