Its actually a very easy link (well… as easy as doing a loop with s.lp/f.HK is at all). And it can “technically” be used on anyone. The thing is that depending on hitbox size you have to end it earlier at which point its not AS useful. You can land it on ryu if you are positioned correctly but its not reliable enough to bother with especially since you only get one loop off on the med/sorta small hitboxes. That being said its pretty much only something you wanna use against larger hitbox characters such as sagat, geif, boxer, etc. Even the larger med. sized hitboxes like Bison have a certain range at which the s.lp will be a close.lp and not combo so its not as easy (while someone like sagat it will become a far hit at some point so you just keep hitting lp while standing until it combos from a close lp to a far lp).
Its honestly nothing special once you fiddle around with his loop enough on large characters but on characters like ryu… there is a reason why you don’t see it used very often.
And it has nothing to do with counter hit… far lp combos into hk.
Sanford did this sweet combo at BA7 on Arturo: Sanford vs. Arturo Losers Finals around 4:10
cr.lp, sc.lp, sf.lp, cr.mk, hk.tatsu.
The links seem easy enough but I can’t seem to get the timing down for sf.lp > cr.mk or cr.hk, they should reasonably connect with the big frame window. after standing jab, he takes forever to crouch and kick.
Do I hold crounch during the punch animation, wait for it to fully end and then press a kick? Because for regular normal hit strings, you cancel the recovery frames into the next hit right (ie. cr.lp, cr.lp, cr.mp xx FB). Tricky.
When having trouble with combos, i think everyone can benefit from just breaking it down:
did it hit, but not combo? button press was too late.
did it not come out? butten press was too early.
Other than that, it’s just a matter of adjusting your timing…for s.lp to c.mk, it’s easy, just slow it down…you have a large window after the jab to do it…training mode away
Fair enough thanks. Got another one: In 3s, ait tatsu allowed HP.srk to link every time, but the window is so much different in 4. How do I ensure that a DP is guaranteed after an air-to-air tatsu? Should i look for my landing sooner than the opponent?
for the srk after air tatsu u wanna make sure it hit the other guy only once and after that u should land a little bit earlier than the other person they should also be infront of u a bit. i practiced by having the training dummy jumping, i feel u should go for a cross up tatsu not like a run away tatsu u would pull off in a corner or something. that increases ur chances of hitting. i also like ot aim for the lower part of their hit box it helps ensure the right distance for a srk.
Hey mettleh3d, you where correct in your vid about the FADC. that you have to concentrate on the ‘holding the FA button’ part. My LpDP, FADC, redball is getting better now that i concentrate on keeping the FA button pressed. Still allot of empty FA’s though. but it’s going the right way :).
I don’t hold focus for FADC, I tap MP+MK+F, and then F again. Holding focus during a fireball fadc into combo for instance makes it a lot harder since you have to dash up pretty quickly.
Well, sometimes when I do it too fast, I’d hold MP+MK+F and let go of MP+MK and press forward again, and I’d just do a focus attack and that pissed me off a lot. So i concentrated on holding mp+mk to ensure that I make no mistakes and it’s given me very good results. Nothing to complain about. But I’m glad it helped even if a little.
The part where I write "other people prefer to tap mp+mk+f twice was more or less from your opinion. Guess you don’t even tap mp+mk again, you’ve evolved! I don’t know how to use this method or I’m not doing it correctly, but Ultima has pretty nasty execution so I’d take his advice too.
Dash forward, :df::d::l:+:hp: so I’d keep holding :df:
But like I said, practice each part separately, then put it all together!
practice regular lp.srk > fadc > redball until perfect
then put that in the combos
Of SRK motions or FB or just anything where I easily am pressing forward already I FADC the way mango mentioned. F, F+mk+mp. SUPER SUPER easy if you hold the forward before you do the forward+mp+mk.
to each thier own of course. If it was easiest for someone to go back forward back forward (no idea WHY taht would be…) then that would be the best way to do it for them. It all depends on what you react to fastest. Some ppl think DOUBLE TAP when they think FADC others think its a single tap forward with some buffering. To each their own.
But yea… so…for example… to do ryu’s lp into ultra I would do f, d, df, f (hold), F+mp+mk, Ultra. and then I PERSONALLY do … well… This is what the machines says I do for my ultra off FADC. d, df, f, d, df, f, d, df, f, df, f (I used to do the Ultra too fast in the corner when I first got the game and whiff…lol… so I I crank out extra shit to help time myself to not do it too fast).
But anyway… the way I do it my FADC look clean as hell usually and I’m able to be extremely consistent, which is a good thing because it stops you from having that chance of accidentally getting that clunky slow pullback THEN move forward that happens if you don’t do the double tap method correctly. And NOT doing that is ESPECIALLY helpful in FB FADC combos where you need to do it clean which are a huge part of my game off c.mk and HK strings.
I was playing my buddy today, I did walk up, cr.mk xx fireball and hp.srk came out, that happened on 3 occassions. I was so annoyed I just did that for the rest of the round to show him how ridic that is.
It didn’t bother me much before, guess I was doing it correctly before? Should it be walk foward, db, pause, cr.mk xx fb?
It happens, but not that often for me. I do c.MK into EX Fireball meaty on wake-up sometimes after some footsies, and I guess I just mentally make a pause inbetween, I don’t even go down/back just do normal fb motion.
yea i agree those are ass when they happen it pisses me off a lot lol especially when u dont have meter to focus cancel it. completely idiotic honestly these shortcuts sometimes are just too much.