do the crossup a bit deep and delay hitting the cr.mk just a bit.
Ball combos are pretty meh though.
do the crossup a bit deep and delay hitting the cr.mk just a bit.
Ball combos are pretty meh though.
Thanks mate.
I’m still having trouble with it though, I think its because I’m not cancelling quick enough or when I’m holding down back i moving to forward before i press lp. Do you know from experience you have to time it as you said or is this a guess? Hmm inputs look good though
Also, is j.mk cr.mk xx hp elec a option? Will the elec reach?
What crossup combos do you suggest Ves?
Thanks!
cr.mk xx hp elec after a crossup will probably only work on a few characters. I want to say it works on Makoto, but I can’t name anyone else offhand.
I suggest learning who st.strong, st.jab xx elec works on after a crossup and against other characters just do jab/short xx elec, or cr.lk, st.lp xx elec.
Here’s a combo I’ve found and seems to only work against sagat and it’s really hard to do… Making this combo more for combo vids than actual legit reliable combo
j.Hk , u2 (aa)
must hit deep and as low as possible…
Tried on Honda and Seth and can’t replicate…
-LAU
Trying to expand my grounded combo game, came up with this gem.
st.strong, cr.lk, cr.lk, U1 419/190/76 Damage/Stun/Meter Gain
seems to be very character specific, but it isn’t that hard to do. Doesn’t work on ryu/ken/e.ryu works on standing Blanka, works on crouching ibuki/vega/honda only tested those so far.
In preparation for v2012
Here’s some combos I’ve been working on
punishment with s.LP -> ex upball
nearly all combos that has c.LK/c.MK -> s.LP -> HP horizontal ball can be replaced with upball or ex upball
infact you can now even do stuff like j.MK (crossup), c.MK, s.LP, ex upball
the way you do it is… obviously you still need the down charge… roll the joystick forward or backwards before you hit diagonally up to cancel into upball… the timing is relatively strict but with practice it shouldn’t be too hard
reasons for the combos…
damage wise should be same or similar to HP ball combos.
although a lot of these combos you can do c.LP instead of s.LP… but as you know s.LP is 3 frames instead of 4 frames for c.LP so it’s easier to link but ‘trickier’ to cancel…
-LAU
-LAU
What’s the purpose of this? The combos you mention seem like they would still be within HP KD ball range, so why not save your meter? Did you forget that HP ball knocks down?
glad you asked
some combos might be redundant
however the idea is really based on punishment with s.lp xx ex upball against a lot of punish situation where hp ball simply isn’t close enough for knockdown… Keep in mind hp ball only knocksdown at close range when you are
able to fadc it… one example: Punishing fei’s first or second hit rekka never brings you to that range for hp ball knockdown
-LAU
Yeah, from the official change list, it seems that you need to be close for HP ball to KD, but I remember a guy doing cr. lk x 3, s. lp, HP ball knockdown, and I don’t think that is within FADC range, so I guess we’ll have to wait and see. I don’t know why they can’t just make all HP balls knockdown, not like that would even make Blanka even remotely overpowered. Oh well, I’ll take what I can get.
actually that combo was fadc-able, i’ve done it on rose myself.
It’s character specific.
cr.lk x2, st.lp xx hp ball is in knockdown range on every character if done meaty, but at 3 you start to get iffy results.
I’ll have a full knockdown chart and some alternatives for you guys before the update drops.
Anyone have any x-up v.ball setups?
Cool.
My issue with the hp ball kd is it’s going to be hard to nail what’s doable for punishes. I started testing briefly but most things that you can punish with jab xx hp ball can be spaced so that the ball is not fadc-able. (Most obvious is rekkas.)
A few things are guaranteed if you get the jab, but only the obvious ones that are right next to you, ibuki slides, dudley machine guns, etc. Things like ibuki’s raida you have to judge manually on every block.
I’ve a feeling cody will be annoying for it.
crumple, backdash, f.hop, wait a few frames, cr.mk xx hop, wait a few frames upball. Can double crossup depending on when you time the hop, single crossup, or if you delay the upball can stay same side.
Tested on Sagat/Seth.
this is why my suggestion for s.LP xx ex upball pretty much guarantees you the knockdown… obviously it’s harder to do and like i said… you will need to practice it like sliding/piano electricity.
-LAU
I wish super had more horizontal movement right off. I kinda get envious that honda can do s.HP and super off of it. I SHOULD BE ABLE TO DO C.HP AND SUPER AT MAX RANGE!!!
I actually did st.lp xx ball xx super to punish something and the super whiffed because their hitbox retracted to where it normally is and not where their attack was
:’(
i think if you didn’t charge the LP super and just let it go… it probably will hit i think
-LAU
yeah that works sometimes, you can also do mp/hp super.
I hate having to adjust based on that sort of stuff. timing based supers/ultras shouldn’t hit wrong causing you to do the wrong thing to make them connect imo.