I remember hearing that on AGSF2, and way back then when I couldn’t get it, I assumed it was just my bad timing. Now that we can test it frame-by-frame, I know it can’t link.
Pretty sure, but I’ll try it again when I get home.
Just mash like crazy…
I haven’t seen any other times that they played, but I would assume that it usually goes like that. Gian is a lot better at ST than Daigo.
I think I might, actually. Let me get back with you on that.
As long as you’re looking, would you happen to have any other KomodaBlanka videos as well? Like the ones that were from the Grand Master Challenge but are offline now.
^^hmm… I’m sure I’ve done that though. Like cross up short, cr. short x 2, super. Is the last one being canceled? i’m going to have to check that, i’m almost certain I’ve done it.
EDIT: maybe i’m confused and you’re talking about something else but with guile you can link cr. short into super.
^^I think you’re right (you’ve probably tested it better then me) I was convinced it was a link but I think what was happening was when you drum across the kicks to get the super another short must come out.
i would have put so much money on that being a link, lol.
It looks deceptive because c.LK is so damn slow as it is, but if you try to do the super with only MK and HK, it’ll never combo. Meaty c.LK links into super, but that’s different.
yeah that’s how I tested it and I couldn’t get it to work. That must mean the super is happening when I release short, madness.
Could any kind fellow give me a direct links to some otochun matches (not the one’s on youtube)? I know there are some scatered around in big dowloads on CV but I already have a silly amount of ST on my comp and I keep downloading huge files, only to find I already have the matches.
Also something I noticed today. If you catch someone in the air with chuns super but only the first hit connects, often you can still juggle with the upkicks. However I’ve never seen anyone else attempt this. Are you vunerable if the upkicks miss? It certainly looks like you would recover before you opponent got back up.
I notice Gian was using :d::lp: instead of :d::mp: and :ub::lp: instead of :ub::hp: to stuff things.
Any reason for that? Faster start-up? Longer hit duration?
So I’ve decided to pick up CE Bison for AE, and I couldn’t find any good strat posts for him other than the mention of his dizzy and redizzy combos, which I’ve yet to learn (but time will fix that). I would like to know what does Bison do about fireball traps? Every other player here plays Ryu primarily and just does fireball traps all day.
I came into the middle of the linking c.lk super discussion so stop me if I misunderstand. Are you saying that Ken and Ryu can’t link from c.lk or c.lp-> super?
I’m not totally sure about Ryu, but Ken is able to link from multiple c.lk or c.lp into super, no kara cancelling needed (the timing is just a bit harder). Ken’s super is hella fast and connects as a link no problem. Would c.lk or c.lp into super work with Ryu if the opponent were ducking?
One other thing, Guile can simply link multiple c.lk into super or flash kick, no kara cancelling needed. I can’t provide proof online, but I do these combos all the time. They simply require timing as described by James Chen in an earlier post a couple pages back.
Response to the Original Post by eruditemode about sim vs dee jay
[quote=“Graham, post:2711, topic:13255”]
When he does 2 low jabs into low forward, its not a combo, so you can grab him. dont settle for getting grabbed and teching, throw him back. I dont get what you mean by crossup trap? do you mean he crosses you up, you block then he attempts to jump again over your head? if he is able to do this you’re allowing it to happen, do a standing strong close to hit him outta the air.
[quote]
Actually, with Dee Jay a low jab linked into low forward is a combo. Dee Jay can link into almost any other move after a jab including: standing/low short and strong and low fierce. I believe what he’s talking about here is after a teched throw, Dee Jay can do a safe jumping jab/short followed by more low jab, low forward or throw mix-ups. Counter throwing is your best bet. Don’t mash too early or you may get a move rather then a (counter) throw and you’ll get thrown for sure. A super (using the 3-punch drum technique for the best chance of getting out the super) or teleport after the jabs should get you clear as well.
Just wanted to barge in and say I changed my phoenixed Super Turbo to JPN mode. It sucks 'cause it doesn’t have a free play mode, but my god is it MUCH MUCH easier. US mode the computer kicks my ass at level 3. On level 4 of JPN mode, I walk all over the computer. It’s like it’s still stuck on Super Street Fighter difficulty (read: easy).