u dont get 326 dmg/497 stun for 2 bars. you get like 50 or so. j.mk => s.mp => hp => lk gekiro does how much? so for two bars you get 2-4 hands hit and the first hit from an 1x hp hit more. damage scaled like hell of cours…
fadc combos doenst worth anymore. only if they kill the opponent. the fact that hands are pretty save mean that they dont have to be canceled for safty purposes.
the only FADC which has a good net damage count is to cancel crane c.lk into crane u1. 200 dmg.
ex hands however are still nice. 1 bar for further damage oppotunity is nice and useful. (btw is this range / character specific? it miss on sometimes for me, but didnt tested it)
j.mk => s.mp => hp => lk gekiro should do around 270 dmg. Btw during which hands hit did you FADC to get a 11 hit combo?
To be honest, I don’t do FADC anymore. I sometimes use it during or after roll for a surprise, or when it’s round 3 and I almost killed the opponent.
When you’re talking about further damage opportunity after EX hands, are you referring to c.HP, sweep, or another s.MK? Among those three, sweep has the longest range, and that one shouldn’t be character specific.
It all depends on the match up. an extra 100 stun can be useful vs low stun characters. Ya you could just do a combo then try to go for another one, but you always run the risk of not being able to. You also run the risk of dropping combos which can lead to wasting Meter. But both cases can be helpful. I don’t use FADC much other than if I really need to like on block to get a throw to stay in close, or to get a sure win. But over all using FADC during the right combos actually make it worth while. Especially for the players that can’t do Mantis, s.MP, Crane, c.MP, Roll…
yeah i mean sweep since u can bring up some knockdown play. but dunno. it misses sometimes (dunno if it was character specific). but i’m pretty sure that it never happens against abel etc but vs ryu. ibuki, chun and smaller hitbox characters.
I’ve been unable to draw a conclusion on my own via testing, so I figured I’d ask:
Other night I was in a random endless lobby and spectating someone who picked Gen out of the blue, was quite good though…
Anyways, at the end of the second match he chained a mantis normal into the mantis super, then immediately followed that up with Shitenketsu during the super’s knockback and I was just wondering if that was a legitimate string or if the other player just didn’t react properly.
new news for me at least. sadly it’s hardly doable in a match, since it’s hard to see when you do a counterhit.
and for punish, it does too poor damage. (dunno if you can connect it after an combo ending in s.mp)