hey i want in on this shit too D:
GT is BlazeSRK. My Asuka needs some serious work lol.
Does anyone play rolento as well? Looking some team combos as Rolento/Asuka is going to be my main team.
[J.:hk: :mp::lp::mk:~:mp: ] Are these a link or chain? Ive been trying to link doesnt work but if i chain i get MLM working as a link unless it just down to my link timing.
can someone bring me up to speed on what you guys mean by CADC?
:mk:~:mp: I think is a link because you can’t do a normal Special when doing chains. You can chain and do the EX versions of specials but you probably know that already. I am just trying to contribute to the discussion.
this was on the 2nd page
charge attack dash cancel? for asuka it would be :hcb:(hold):k: ff/bb
im guessing its j.hk, chain mp-lp-mk, link MP.
read the entire thread to get up to speed =)
Does she have any safe strings she can’t be punishd for? I like keeping pressure without getting smacked for them blocking all my stuff.
HCB+k is -1 on block so I would end a pressure combo with that to be safe.
Does using her full target combo (st.MP st.LP st.MP st.LK st.MK cr.MP) into her BnB build meter significantly more than just a normal starter? I want Asuka as one of my point characters and it’d be nice to know. :X
Thank you can do it better now,
Edit: got it must do as soon as i hit floor!
I think he meant MK,dMP, because I’m pretty sure nothing links from MK.
Can you combo out of her regular overhead? I haven’t seen any combos posted yet. Only the ones that use it to ground bounce.
You can link the f+mp overhead into a s.lp, but it is a tough link and the overhead is unsafe on block.
What’s the frame advantage or disadvantage on f+LK, f+lp?
fLK by itself is -15. fLK-fLP is -7.
I did it in my video. The link is hard up close, but much easier if you throw fMP at range.
ok maybe its just me but I’m having alot of issues trying to get J.HK to s.HK consistently, is there a secret to this? coz I already gave up and im using s.MK instead…
honestly using s.mk maybe better because s.hk whiffs depending on the distance and in some cases if they’re crouching while getting hit by the j.hk
that has been my experience however, i haven’t tried delaying the s.hk a bit to see if it will catch them
- actually i have a question why are people jumping in with hk anyways? because it’s a multi hitting move if they’re grounded you’re only getting 60 damage. does it end up working better in scaling at the end of combos ? even jump mk/mp gets more damage then that which seems pretty odd so is there something i’m missing?
I’m not trying to do it raw, sorry guess i wasnt clear. I’m talking about upkicks into j.HK into s.HK