Yeah, grounded Tatsus > Shoryuken / Super are only possible on speed 0. The higher speeds drop frames, so this combo is useless. You can however, combo Air Tatsu into Super at any speed.
I haven’t tried it, but I don’t think it would, as kara cancelling only improves Ken’s recovery, and not Hadoken speed, which would actually help more with the Hadoken traps. Ken’s Hadoken startup is actually faster than Ryu’s startup, but because of Ryu’s torpedo-like-Hadokens, his trap is more effective than Ken’s. But every little bit helps, so I would kara cancel if I could consistently.
Meh, good point, recovery really isn’t the issue with his fireball trap anyway. Hey blitzfu, u think that combo FreshOJ mentioned above (the one where the cr. RH combos after the overhead crazykick) works on the default speed?
Like I said, I got this from NKI’s Super Turbo Touch of Death FAQ. NKI has recorded and compiled more data for this game than just about anybody. You might want to look up his name first before you dispute his info. By the way, that combo is also on the TZW Volume 7 Combo Video. (Yes, I’ve seen the video, so I’ve seen this combo done.) The video has also been transcripted onto a wonderful FAQ of the same name that you can find on GameFAQs.com. Plus, from a common sense standpoint, just look at how many hard hits are in that combo. How can that combo not dizzy unless you do it on someone that is?
While you’re at it, go here (http://nki.combovideos.com/flame.html) and look at Ken’s frame data. In particular, look at the frame data on Ken’s :hp: Shoryuken. It has ZERO startup frames…which means if you’re in position to hit your opponent and you do it right when you land, it will link. Given how many hits your opponent is taking from those two moves alone, adding to it can only guarantee a dizzy.
Anyway, you can see this combo for yourself live and in action on YouTube by searching for “Super Street Fighter 2 Turbo HD Remix Combos”. BTW, have you Googled my name yet? You might want to. I’ve been doing this a while. That combo is as old as ST.
Krazy Kick 1 is :qcf:+:kick:, hold :kick: for the overhead. Any button should give you the same result.
AFAIK, the ToD FAQ was tested on everyone. For that particular combo, the FAQ does say that it will whiff on smaller characters…especially Chun Li.
Like I said, though, hit up YouTube and search for combo videos. Your eyes will be opened.
^^So you call him green, yet say he’s right? Get a clue buddy. He’s absolutely right. All the data and videos you’re quoting have to do with classic ST. I’m not saying they’re completely different games, but there is a difference. eg. the dizzy power of Ken’s Roundhouse Tatsu was nerfed, so some combos involving the Tatsu will not dizzy the way they did in classic ST.
And the grounded Tatsu > Shoryuken / Super CAN work on speed 3, but that’s VERY rare, and only if the frame dropping at that speed works in your favor to link the Shoryuken / Super. In other words, if you’re VERY, VERY lucky, AND the stars have aligned, AND hell has frozen over. Oh, AND if pigs can fly. Other than that, that combo is hard to do on speed 0, but can be done consistently.
Sweep after Overhead can be done on any speed. All that matters is how close you are to the opponent. At the Overhead’s max range, or close to it, the sweep will whiff or not combo. The fastest Overhead is qcf Forward.
I have seen the crossup Forward > cr.Forward > Fierce Shoryuken dizzy, but not all the time. It’s not a TOD combo, but I’m not sure if it whiffs on smaller characters, I don’t think it does.
Edit: I just tested on a couple of small chars, Cammy and Chun Li, and it doesn’t whiff. I think it’s safe to say that it doesn’t whiff on any char.
The lk crazy kick/overhead is completely useless, It wouldn’t even two in 1 in HDR. and the speed goes
fastest to slowest
mk crazy/overhead
hk crazy/overhead
lk crazy/overhead
With the Hk one being more like the lk one than the mk one. However, hk crazy kick/overhead will still two in one and knocks down on first hit overhead or not.
I think the sweep will only connect after the overhead if the person is crouching. If they are hit by the first hit of the overhead standing they will be able to block the sweep after taking the second hit of the overhead. More testing?
That glitch is wierd, if you crazy hk on the left side at close range he will switch sides, but not if you overhead, and it doesn’t work that way on them if he’s on the right side. When I say switch, i don’t mean he crosses up and then goes back to left side, he actually stays on right side. However, its left side thing only.
On default speed can anyone connect cr.mp to cr.mk consistently, I can’t make it work repeatedly?
If you’re at max range trying to get through his Shots, Hadoken some of his Shots, Tatsu over his low Shots, Strong Shoryuken when you’re at mid range or closer to punish his High Shots, or jump attack them.
Yeah, it’s possible on speed 3, but not consistently.
^I’m gonna try it out later and post my results and Barnaby add me and we’ll get some games in with Blitzfu if possible- I use Sagat from time to time so i’ll show you some stuff
^^ Yeah, we’ll get some games in some time. Barnaby, what’s your PSN id? If you want some Sagat practice, mine is not bad.
BEST use of a Rainbow Tatsu aka Juice Kick that I’ve seen yet.
1:40
Both Ken players are close to zero health and can’t block anymore Hadokens, so one Ken player uses the Rainbow to get over the Hadoken and land quickly to throw the other Ken, BEFORE he recovers from his Hadoken. Wow, that’s fast!! There’s also one Chun vs Ken matchup in that vid.
And here’s some more Ryu (Daigo) vs Ken (Aniken) matches. Epic stuff. I like how at 6:35 of the 1st vid, Aniken opens the round with Forward Crazy Kick to stuff Daigo’s Hadoken attempt. He does it again at 0:40 of the 3rd vid, but they trade that time, which means the only thing that would kill a whiffed opening Crazy Kick by Ryu would be a late Hadoken. I didn’t know that worked. = ) Good to know. LOL at both players using crossup Air Tatsu to escape the corner at 1:30 of the 3rd vid.
To be fair, the Ken that did the Rainbow executed it before the other one got the Hadoken out, so he had a bit of a head start as it were. Not discounting the move, because good lord it was friggin’ sweet…I’m just sayin’s all. =)
I just tried opening the round with Forward Crazy Kick against a good Ryu (spoon and roastbeef) and it got stuffed by Ryu’s opening Hadoken. I don’t know if the spacing is different in Remix as opposed to ST, but there’s not enough range during the opening to hit Ryu as he opens with Hadoken. If I was to take a step forward, yeah it would hit, but it would be too late. Maybe it’s cuz the Dreamcast version, which Remix is ported from, has different spacing compared to the arcade ST. Can someone confirm this?
I’m gonna try Roundhouse Crazy Kick instead, as it has a little more range. I doubt it will work though.
I can confirm that Ken’s Overhead hits a crouching Blanka. The Short Crazy Kick will whiff though.
No not really. The only thing I can think of to use Short Crazy Kick is cuz it has the slowest startup when doing the Overhead. So it actually looks like Ken is about to do a Short Crazy Kick, but then the Overhead comes out. Just to fool opponents who are expecting an Overhead, see the Crazy Kick, block low and get hit by the Overhead. But this is not really practical in battle.
Some ppl say it gives you frame advantage when blocked, but I find it pushes you back too far to make use of that advantage. One interesting thing I found out about the Short Crazy Kick, somewhere in between point blank and max range, it sometimes whiffs the 2nd hit on a standing opponent and DOESN’T push you back at all. In fact, it looks like Ken moves forward a pixel or so. That exact range is pretty specific tho, a pixel closer or farther, and the 2 hits connect. The sweet spot is closer to point blank than max, and I did it a long time ago on the Ryu training dummy. Don’t know if it’s a glitch or if it works on everybody. It would have been a good trick too, as the opponent would be expecting to block 2 hits, but the 2nd hit whiffs, and Ken is close enough for a throw, with good frame advantage.