SJC Help!

SJC Dash

I don’t know if this has been mentioned before, but I have been trying to get the :lp: :mp: :d::hk: :hk: SJC Command Dash to work consistently, and here’s a method that I found works for me:

:lp: :mp: :d::hk: (let go of stick), mash:hk: until you see it hit :qcf::uf::hk:

I can get it pretty consistently with this method, all I have to keep in mind is:

  • The slight delay after the s.HK before I SJC
  • To SJC fast enough (my hands want to do :qcf::hk:, which can be done slowly, but :qcf::uf::hk: needs to be done at Super Jump speed in order to cound as an SJC)

hope this helps someone

No need to mash! :smiley: Preserve the lifetime of your precious :hk: LOL
As long as you’ve input those 4 buttons at the right pace, just have faith it will come out.

The slight delay is the most important thing. Keeping that in your mind is the best advice anyone can give in doing SJC dash.

I got someone in the corner really good with SJC FA. All that Viper experience paid off! :smiley:

With the opponent in the corner, I hit LP MP c.HK HK, SJC FA, charged to lvl 3 and it landed lol…
They didn’t expect it and because Ibuki’s FA has a decent range, they whiffed a c.MP just in time for my FA3 to come out and crumple them. Something like that is a once in every 10 matches kinda surprise, the less you use it, the stronger it is :wink:

Thank you very much for this Willy. I was having so much trouble with the my timing. 5 minutes listening to this and I am having absolutely no problems executing. SJC Ultra out of the punches is a little different though. I believe it may be the buffering after the 2nd hit of the medium punch. My timing is off somewhere there. I may be doing it to early… the QCF’s don’t flow. Regardless I should be fine running it off the kicks. Just gotta burn it into my memory now. Also, I’m not sure if anyone mentioned anything but I was able to do it off of lk 3k 3k as well. Works exactly the same with the exact same timing. Dunno just thought I’d throw it out… Someone might find it easier.

Any vids on what SJC dash should look like?

i don’t see how it’s a logical conclusion lol, but if it works for you, cool!

all i can personally say is i haven’t missed a u2 sjc in two full days of casuals by buffering during the hp, so people shouldn’t be turned off to it. honestly i feel there’s more room for error when buffering.

and as others have said, when sjcing a command dash, pause slightly after the sHK before TK CDing. it’s not a fast cancel like her others.

I explained how it’s logical right in the post, i also said "I’m not saying you can’t buffer the motions with the HP

definitely great advice - coupled with watching a few vids in action had me pulling this off with no problems at all when I got home last night. Now the only problem was actually landing the target combo to begin with…for some reason now everyone knows I can pull this off but won’t let me get in to do it…lol

haha got it off two times today but after that i could not do it anymore i got the motions down just got to hit the KKK a little slower, i keep practicing more when i get home tonight.

It’s just such a bitch timing-wise, you can’t even use the mk as a visual help :confused:

Yarly after a year of viper i donno why i am having a hard time with this,but i swear i wiff it way way more then i connect it.

Ninja Edit

The best advise ever from the Q and A thread

That’s the crossbone vanguard’s flag as your avatar right? That’s awesome.

This thread, it rocks, it rocks.

Ibuki trial down! thx.

damn SJC>Ultra is giving me so much difficulty. When I buffer the motions I end up doing a command dash > ultra

i dunno if this is already here but if not here it is. also that soltace or whatever guy pretty much nailed it for me too. works pretty good now, and i know some people think its worth quitting ibuki over, but im not playing really good people nor am myself that good, so a hit confirmed ex DP or a HK command dash into target combo radia or throw mixup are all pretty good ways to mess the thing up so i say keep at it and youll get it. if not switch to ultra 1. theres some pretty good set ups for it until everyone figures it out and by then hopefully we’ve all figured out ultra 2 consistently.

[media=youtube]Jc52fLOnsjM&feature=related[/media]

Before I state this, I want to note that I’ve never played Viper before, so I’ve never really done anything like a SJC before in my life, likewise, what I’m about to explain isn’t really quite like a SJC, but maybe it’ll help some people out there.

I don’t use Ultra 2 first of all, but I do like to combo into super a lot, so I was messing around trying to figure out the most consistent way of doing that. I’ve found that this is the most consistent approach for me:

Basically, I do the TC normally, and then I “cancel” the last hit of the TC (let’s say it’s hp) into 2369 (pardon my techno lingo), wait a half a second, and then input the 236P. As someone mentioned before, it’s similar to canceling moves together, except the TK’d input is what would normally be the first hit you would cancel off of. It’s a little awkward at first, but it isn’t that hard to get used to. The only tricky part is that you can’t wait too long otherwise it won’t combo, and if you do it too fast, all you’ll get is the super jump.

I was able to combo into Ultra 2, but not via this method, and I can’t seem to reproduce it via this method (which is why I don’t think it’s the same as a SJC), but hey, still pretty decent dmg comboing into super if you happen to use Ultra 1.

It sounds like you’re doing a SJC to me. Isn’t SJC just cancelling a move by super jumping? What you’re doing is buffering the first qcf of the super during the SJ.

Yea see, that’s what I thought at first too, but this method doesn’t work for me with Ultra 2, I have to use a different method for Ultra 2 to come out.

I think in this particular case, since the super is in the air, I’m simply taking advantage of the hit stun and activating the super before they get out of hit stun, but later then what you would have normally done a “SJC” in. I find that the delay before I input the last part of the motion isn’t as long when I do it via the Ultra than via the super. It’s hard to explain in words, but unless I’m just not mentally clicking the two things together, I can’t reproduce comboing into Ultra 2 via this method.

With the combo into the super, you don’t have to be REALLY close to the ground for it to combo (although you can be), and that’s what’s making me think that this isn’t a true SJC because the leniency is a lot less strict.

Regardless, I figure this might help someone out in some way.

[quote=“Siefer, post:137, topic:98481”]

Yea see, that’s what I thought at first too, but this method doesn’t work for me with Ultra 2, I have to use a different method for Ultra 2 to come out.
[/Quote]

Well yeah, it wouldn’t, if you do the exact same thing. If you use the same timing, you’re going to get j.rh because you’ll already be in the air by the time you hit 3k. Your timing would be off. The videos by IceWilly and tritan` help immensely with that.

Every time I replicated this, it was off a sj. Try not hitting the punch for the super but doing everything else the same and see what jump comes out. That’ll make it really obvious.

The leniency is less strict because the super is in the air. You’ve already canceled into the super jump, and are in the air. If you try to do a ground move (raida, neckbreaker, tsumuji, u2, u1 for that matter, but it’d just be fireball out of a combo) you won’t pull it off with the same timing. You have more time to do the super, since you need to be airborne. If you were to do it early, and you get a db in the QCF’s, you’ll get a neckbreaker.

Also, the damage off the :lp: :mp: 2hit :hp: super is good, but off the :lk: :mk: is not great. You’d also have to be able to perform it pretty much 100% of the time. If you flub it, you might get a kunai, but then you’re punishable, and not only that, you’ve missed a chance to put them into the vortex, so it’s really bad. It’s nice if you happen to have full meter and can do it, but you’re probably going to get more mileage in the match with your ex moves. Unless you’re playing someone like Gief where having super changes the match, but you’re not likely to hit it in this fashion.

For people who are having trouble with TC 6 SJC into CD…i’ve found an easy way to excute it

You need to press Up Left Quarter Circle Forward and any kick when the standing Roundhouse lands off the target combo.Its a little similar to Cammy’s Cannon Spike,You just gotta play with the timing to get it right though.

Hope this helped a little

Got is like 5 times in a row. Now can’t do it again, good shit though SoLsTice86.
At least now I know what motion I’m shooting for.