I don’t have my game handy but, I do believe I time the st.HK just as I see them starting to fall to the ground. experiment with the time until you get it down. it’s foolish how easy it is once you get it that first time. Just keep in mind that you need to press the button earlier then it looks and you should start to get it.
Yeah, try pushing the button like a second after the J.H. You’ve got to hit it earlier than it looks.
Once you get it down, though, the only hard part to do consistently is landing the sweep at the end.
Any recommendations for good combos that aren’t too link heavy? Most of my fighting game experience has been with grapplers and Dhalsim, so linking isn’t my forte I’ll practice them in my spare time, but for now, I need something to help me out in matches (since I really don’t want to whip out stuff I’m not doing well in training mode).
Right now, I’ve been toying with something like this, though I’m sure there are more damaging meterless options out there:
j.:hp:, s.:mp: > s.:lp: xx :dp:+:k:, j.:hk:, s.:mp: xx :hcb:+:k:, cr.:hk: = 403 damage
You’re playing Asuka; YOU HAVE NO LINKS
Seriously, she can chain around almost all her normals. If you can land a jump in, go straight to the standard BnB, as it has no links in it at all. What you’re using there is the BnB against crouching opponents on jump in, although I use a :hk: instead of a :mp: as it’s actually easier; just negative edge the Oni (hold down the button do to the :hk:, then release it after the :qcb:). Adds a decent bit of damage. Also, if they’re standing when you jump in, just go straight to the :hk: instead of the :mp: :lp: chain.
Honestly, you can just slam your head into the pad/stick and get a long chain with Asuka, no need to learn links
Let’s see here…
st.:lp: > st.:mk:~:lk:~:mk:~cr.:mp: does 197
st.:lp:~:mk:~:lk:~:mk:~cr.:mp: does 179
Follow-up with BnB and you get 321 and 303 respectively. Honestly, the link isn’t even that hard and I personally find it a little easier to use st.:lp: link to hitconfirm after a jump-in since it’s + on block for me to either stagger one more :lp: or do nothing if my opponent isn’t patient. If they’re hesitant, then that’s where the fun begins!
Despite that, the BnB starter string looks like it’s neutral on block to me (or at least very slightly -) going off of the old fashioned jump test, so you won’t get punished either way. If you can’t do the link, you can live without it, but if you’re a complete hog for damage like I am, then there’s little reason not to do it.
Say hi, :f:+:mp:, you glorious little overhead that leads to over 300 damage. Seriously, everyone should practice the living crap out of this link. It’s a little tricky to feel out the timing of it, but why sacrifice such desirable damage off of an overhead? Give the opponent a **reason **to block the overhead.
Sacrifice the safe hitconfirm string AND the gateway to ground pressure just to get a bit more damage? Why???
Sorry, even I’m not crazy enough to cut such a vital in order to gain more damage.
i would suggest watching asuka and not your opponent
when she hits the floor press hk
after the first couple of times you get it i’m sure you’ll be able to do it easily
Exactly what this post says. If you watch Asuka fall back down after j.:hk:, feeling out the timing for the st.:hk: is a total cakewalk.
Also I’m migrating this from my last post over to this one so that people don’t need to go through a wall of text to see this.
Linking After Asuka’s :f:+:mp: Consistently
Yeah, about that… I just discovered a really nifty visual cue that helps with the timing on linking after that overhead hits. After Asuka steps forward and hits with the elbow, her feet will shift quickly as she draws back into her neutral stance. During this shift, do st.:lp: RIGHT*** AFTER her legs cross past each other***. It’ll hit every time, I swear it. I’ve been doing it for the past 5 minutes perfectly consistent. So if you have problems with the timing, just look for that visual cue.
Yeah I got it down, the j.hk st.hk. A lot easier than I thought, I guess I was just too lazy to practice it
Thanks.
what about s.lp, mk, d+mp. that gives you enough time to HC into either cancan or CADC. it doesn’t scale damage so I wager the BnB off of that is higher than the two posted. same thing with jump ins. j.hp, s.mk, d+mp. if you hc that you get 391 dmg, if he blocks u get a cadc but that does leave you at -1. i feel like links just scale damage and increase difficulty unnecessarily
how the heck do you do the Upkick, J.H, S.H, Oniki, Cr.H combo?
i can never do it, i just do DF.H 2x after J.H and that only does 250ish damage
This is only true if you can get by with just crossup mixup - if you want to open up people’s defense, you should probably at least practice the links that she does have.
Which is to say, something like standing jab -> standing jab -> standing short/standing strong, and then cancel to something from there depending on whether it hit or blocked. Vary that with walking forward between jabs, walking forward to throw, overheads, sweep throw, dash cancels into whatever, walk back to s.MK whiff punish, etc.
Also the link combos from f+MP and b+MP.
If all you do is chain strings, the opponent can just block after your crossup until you chain yourself into frame disadvantage. +2 on your jab is still good, and you can make your chains hit more often if people are at least a little worried about mixup after those jabs.
It’s kind of a common trap in other games that have a lot of chains, new players go all-out on chain strings and forget the importance of combos that you can stop short (on block) and still have advantage. In this game, that means doing Asuka’s jab links on occasion.
Guys, if you’re struggling to land the S.HK -> Oni -> Sweep, I really recommend using negative edge to hit the Oni, for whatever reason after I started using negative edge I never missed a sweep
Good luck.
whats negative edge? im a new at this lol XD
Negative edge is when you input a special by holding the button before inputting the directions, then releasing it after inputting the directions. For example, say you’re doing st.:hk: > Oni with Asuka. To negative edge that, you do st.:hk: (hold the button) > :f::df::d::db: > release :hk:. Voila, you just did st.:hk: > Oni and you only had to press a button one time instead of two. It’s a common feature in mainly Capcom fighters, but there’s a few other games that have negative edging as well.
You get 322 off of s.:lp:~s.:mk:~cr.:mp: starter. Not bad at all.
Huh? I get 391 off of a jump-in with j.:hp: > s.:mp:~s.:lk:~s.:mk:~cr.:mp: starter. How do you get the same off of a smaller string? You should be getting more off of that (410 to be exact). :v
I found another way to combo with twd+:hk: … if you only land the second hit you can do better follow-ups instead of a sweep.
After a knockdown by sweep or any regular throw, wiff a st.:lp: then do the twd+:hk: as soon as possible.
Only the second hit will land! Here’s the combo;
twd+:hk: > twd+:lk: > twd+:lp: > cr.:mp: > :hcb::k: > cr.:hk: = 305 damage
If you land a Sweep Throw near the corner, you can do the same setup but you don’t need to wiff st.:lp: or anything else, just do the twd+:hk: as soon as you recover after the Sweep Throw.
Edit: the timing can be a little strict/odd, give it a few tries!
Eh? Sexy tech! Dammit, Juri is never gonna get practiced at this rate and I’m going to get bodied at casuals this week because I put all of my time into only one of my characters. Stop having so much combo potential, Asuka. Gawd! >:(
wow thanks for all the info. I really want to test all these out but i have 3 tests tomorrow >:(
Here’s some Pandora set-ups with Ibuki as partner.
(Mid-screen only) - EX Exorcisor > Pandora > Yoroitoshi(super)
Wait a little, if you activate the super too early, you’ll wiff.
(Corner only) - Double Lift Kicks > Pandora > Yoroitoshi(super)
Do the super right after activating Pandora.
Around 400-480~ damage depending on what hit-confirm you use. Maybe possible to reach 500~
Anyway, I’m gonna run with the Pandora power gem … not that much extra damage due to scaling, but gotta make sure you K.O. them. lol
Some characters can’t follow-up after any of these launchers. I have only tried a few, like Cammy. Sadly she couldn’t super after any of the set-ups. Maybe my timing was wrong…
Similar setups work into Jin’s and Kazuya’s Super.