j.mp bothers me the most. dunno, it beats EVERYTHING. i’dnt be suprised if this beats crane ultra lol.
i use resets all the time after super or oga. sometimes i switch between lp and mp just to change the side i end up on after the dash.
"IMPORTANT*
Crane j. Hk 1X (deep), Crane st. Hp - 300 damage (3 hit combo!)
This not a counter hit combo, and this works on all characters. I have to test if it is safe on block.
-credit goes to Redwolfx’s combo video.
Well that is quite something, great find for you guys! Why would it not work with two hits I wonder?
Man, this inspries me to pick the old man back up and search for more intetresting footsies/tricks/tactics…
Probably pushes the hitbox out too far. That’s my guess.
i think hit stun is shorter on 2x.
but 2x, c.mp, hp roll does more damage btw.
If the roll is blocked, after roll using LK Gekiro works well. I find so many people try to poke after block.
Updating the first post:
Question for Warlike about the combo he posted in #39
mantis j.mk>hp hands>fadc>s.mp>shp>lk gekiro (11 hits) 326 dmg/497 stun
Is there a normal missing between j.mk and hp hands? Or are you going right into hands from the jump in?
Pretty cool find, but impractical -5 on block and 0 on hit so your options after are pretty limited. Better to do the combo Zukuu mentioned for more damage and meter. I personally don’t like combos that leave the opponent standing and having our positions reset.
Actually the x1 Crane HK, HP would work pretty good instead of MP roll. I think the point of it, is because you can only get the one hit in and it’s too deep and doesn’t give you enough charge time. But like Asiantom said no frame advantage on hit, so Mantis MP would be a better follow-up I think after just the 1 hit.
I dunno if people realize this, but EX roll now does more damage than HP roll. I JUST found that out after revisiting the SSF4 Gen changes thread that Yeb posted. EX roll still does the same damage/stun as it did in vanilla.
…just an FYI if you need to get some additional damage/stun in your roll combos.
A pessimistic person such as I would put: HP roll now does LESS damage than EX roll. :lol:
Counter-Hit Crane j.HKx1 (super deep) -> Crane U2 works. I’m going to bow if you land this in a match.
I do believe we should write down some counter-hit combos. Gonna try w/e I can on weekends.
I couldn’t get it to work on Ken. Didn’t try too long but I was hitting him where I was landing it on Ryu.
[quote=“asiantom, post:88, topic:99116”]
Updating the first post:
Question for Warlike about the combo he posted in #39
mantis j.mk>hp hands>fadc>s.mp>shp>lk gekiro (11 hits) 326 dmg/497 stun
Is there a normal missing between j.mk and hp hands? Or are you going right into hands from the jump in?
QUOTE]
I go right from hands as it is safe on block and minimizes risk of dropping a link while retaining some decent damage.
hp into hands is save om block aswell^^
That would depend on the range you do the jump-in from and how deep your first hit is.
Oh I see!
Thanks for the clarification.
Edit: First thread updated, if I’m missing anything let me know.
but this is a combo not a save option thingy ^^ and therefore hp => hands is better.
and u’ll eat a srk /jab / throw anyway if u dont connect j.mk => followup. be it hands or s.hp ^^
I wasn’t sure where to post this. How do you time Gen’s Mantis Kick or whatever its called? Its the one with multiple hits in it depending on you pressing “K” constantly. Please help, its my last normal trial left in vanilla IV!
Is anyone else finding Jump Crane HP/RHX2 mantis mp, mk ex hands, cr mantis HP one of the more rounded combos for damage and stun?
I hardly do FADC unless I want a random tick throw nowadays.
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