^ Thanks man. Seems I need yet more help with Gen’s trials in vanilla.
(Air) j.k > F + K
cr. lp (crane)
rolling move (crane)
How do I do this? I don’t have enough time to link into the roll from cr. lp.
^ Thanks man. Seems I need yet more help with Gen’s trials in vanilla.
(Air) j.k > F + K
cr. lp (crane)
rolling move (crane)
How do I do this? I don’t have enough time to link into the roll from cr. lp.
Try to charge while you’re in the air doing the j.hk and keep holding back untill the you hit the cr.lp.
Thanks man, but the problem is I have to hit forward to complete the second part of the kick. Does that mean I have to push forward all while holding back simultaneously?
That arrow does not mean forward. You just have to push back.
You hold back for 2 seconds (in this case during the jump) and just when you landed the cr.lp you let go and immediately do forward.punch.
just found out you can combo into sweep from mantis hit confirm cr.lk. havent watched many combo vids, and i didnt see it on page 1 so it may be old, but:
(M)cr.lk, cr.lk, cr.lp, © cr.lk, (M) cr.hk-148 dmg 235 stun (works on most characters, but misses on characters with slim low hit boxes like rog)
also you can combo into fierce roll from mantis cr.lk’s
(M)cr.lk, cr.lk, cr.lp, © cr.mpxxxFP roll-215dmg 306 stun (hits crouchers and characters with wide lower hitboxes like chun, bison, etc)
you can substitute a lp roll on skinny low box characters like rog
the trick is to make the second mantis cr.lk a buffer for stance change by hitting d+kkk instead of just d+lk. the following mantis cr.lp is a chain so you wont change stances until you go for the link
(M) cr.lp, into © cr.lk is indeed new to me. that is something i’ve to check.
does mantis c.lk, c.lp, s.mp, crane c.lk, mantis c.hk hit?
nice find anyway.
no. the st.mp (after a hit confirm) will push the opponent too far away for the cr.lk to hit
also found that you can shorten the combo to try to get the fierce roll or cr.lk launcher on every character, but its a little harder. you just have to input the stance change immediately during the first cr.lk annimation and still hit crlp fast enough for it to chain while still in mantis. the hard part is keeping a rythm so you can still hit the 1 or 2 frame link from mantis cr.lp to crane cr.mp or cr.lk respectively
KKK j.HKx2, PPP s.MP, s.HP, HP HANDS, FADC, s.MP, s.MP, HP Hands - 337 Dmg / 548 Stun
KKK j.HKx2, PPP s.MP, s.MP, s.MK, HP Hands, FADC, s.MP, s.MP, s.MK, HP Hands - 336 / 568
^you should try the above with j.hp aswell, i think in a combo that long, it will reward more damage overall.
btw: lol at the low dmg xD that does any shoto with a basic 3 hit combo xD
btw. crane j.hp/2xj.hk, mantis [otional s.mp], s.hp cancel into hk gekiro does how much?
KKK j.HKx2, PPP s.HP, HK Gekiro - 306/415
KKK j.HKx2, PPP s.MP, s.HP, LK Gekiro - 319/463
KKK j.HKx1, PPP s.MP, s.MP, s.MK, HP Hands, FADC, s.MP, s.MP, s.MK, HP Hands - 335/598 less damage more stun than original with both KKK j.HKx2
KKK j.HP, PPP s.MP, s.MP, s.MK, HP Hands, FADC, s.MP, s.MP, s.MK, HP Hands - 345/598
KKK j.HP, PPP s.MP, s.MP, s.MK, HP Hands, FADC, s.MP, s.MP, s.MK, HP Hands, FADC, s.MP, s.MP, s.MK, Hands - 359/624 - 17 Hits.
LOL Damn nothing like Vanilla. But at least you get some what good stun. I think what is sad is his meter building isn’t actually that bad, it’s only during combos. This whole combo only gives you like .4 of a meter after you are done. But if you use PPP j.MK, s.MP, s.MP, s.MK, Hands it builds a good deal of meter. about .7. KKK j.HKx2, PPP s.MP, s.MP, s.MK Hands give you about .8 meter. Gives the same amount of meter as if you were going to do KKK j.HKx2, c.MP, HP Roll
does that mean the part after the 2cnd fadc “s.MP, s.MP, s.MK, Hands” does 14 damage? xD xD
owned, lol.
could it be that no other character ingame has a single hard jump in attack that deals over 110 dmg? is gen the only one?
even tho it does less damage than j.hkx2 it does more damage in the end, kinda a bad concept of capcom in that way.
I dont know if any1 found this out yet but I found out that you can combo / link another hit after mp hands (instead of hp hands) fadc 2nd hit. I use a ps3 pad so normally mp hands come out and when i try to combo.
^what?
btw, cody: j.hp, c.hp into hp CU does 328 dmg xD no fadc, no heavy execution, no big timing and he even gets more meter than gen xD
I guess it includes exactly 110 as well, since Gen has only one jump-in that does 110 dmg. Mr. Honda has a jump in HP that does 120 afaik, rog has some that does 110. wiki says abel, adon, blanka, deejay, dictator, dudley, hakan, ibuki, sagat, hawk, gief have some jump-ins that deal 110 dmg or higher as well.
Please explain more, this makes no sense to me.
Cody is the new Ryu.
cody isn’t at the level of ryu tho. he is easy to get into, but he has some hard match ups and some defenseproblems. but in the end he is more stable overall than gen and does alot more damage. cody was my 2nd in alpha and i will make him one of my more played characters in ssf4 like gen aswell (with the option to make him my main overall, but never have a main really… i play many characters ^^). gen makes the most fun - tho, only losing doesnt :X ^^
btw: i dont see many codys around online, he need to much effort to win for the flowchar scrubs to be attractive in the end. the “new characters” boom is vaining, now i see ryu²³²³ again… recent record: 8 different within one lobby action in a row - lol.
I see a lot of Cody’s on XBL. And by Ryu I mean try to zone and have easy ass links that do really good damage. People play Cody just like they play ryu on XBL from the 3K-6K Cody’s I’ve seen.
My bad guys. What i am tryin to say is you can combo after a mp hands (meaning that the last input is medium punch) fadc 2nd hit of the hands. I hope it makes sense, if not then i dont know how to explain it bettr. Someone help me out here.