Yeah it’s also kinda iffy on the midget characters. Can’t use it in all your combos, but if the opportunity arises, I say go for it.
Been trying to work on a combo after shin sho. I know you can throw an A fireball right after and it’ll time perfectly to hit them, unless it’s in the corner in which case you have to back up first. After that I’ve been able to combo an fireball super, as well as call in assist into an air rave. I’m sure with some practice I’ll be able to do some more chains in the corner, and hell, if I can make the combo long enough, maybe even fit in a second shin sho if I can build the meter.
After shin shoryu in corner do :snka:,:snkb:,:d::snkb:. You throw out those moves for timing, connecting with :d::snkb:, in which you combo into :snkc:,:d::snkc:,:qcb::snkc:, shin hadouken. Midscreen I throw a :snkc: hadouken and combo into shin hadouken. Wait a bit then throw the fireball, and :snkc: fireball cause it does most damage.
I’m trying to run Ryu and Soki. Soki’s supers make for some interesting DHCs. Not to mention Ryu’s Shinkuu Hado makes for a good way to cover Soki’s ass if any of his supers leave him open.
To catch them after the shin shoryu, you can use what you suggested, although the timing is weird. For a more sure way to do it, which I figured out, is to do a B hurricane kick right after super then low A. They will land on low A, then you can do low B, etc… I really need to borrow my friends Wii again and post some combos on youtube. It seems that it’s gonna be a while until people figure what are the best combos.
On a side note… Does everyone have snapbacks and they aren’t figured out yet, or only a few characters have em?
Another side note: thegame4ever, kudos to your ryu videos for giving me a place to start with ryu combos. There some thing I’d like to put on youtube soon that are longer extensions of your combos, etc.
thanks but those vids are pacstrifes not mine, he gets all credit. I’ll make some vids in the future once I get a decent capture card.
And making em land on low A I believe lessens damage in the combo due to proration, straight to low b for more damage. My style is to go for the most damaging combos.
For some ryu tips, ryu’s j.C is very crossable, allowing you to go into the combo, take advantage of that.
i did some testing yesterday, this is going off the top of my head, but i’m pretty sure it’s all correct. i might be forgetting a character or two though:
(tested in 4:3)
midscreen 421A -> dash 5B does not reach against:
jun
yatterman
daimao
doronjo
megaman
roll
joe
saki
corner, juggle into 2C does not work on:
ken
daimao
megaman
roll
joe
(i’m probably missing a few here, juggling into 2C difficulty varies wildly from ‘can’t miss’ to impossible)
5C goes over these characters when crouching:
ken
jun
roll
(missing a lot here, have to go test again. it does work on megaman and joe though)
v.joe and daimao juggle reallllllly weird. they both bounce really high and get knocked far back with every hit. you can’t even get 4 hits of C hurricane kick against joe most of the time
Buktooth 2C juggle in corner also doesn’t work on polymar, so I jut do 2B, 5C, 6C continue rape. The 2C connects but it just doesn’t combo to 6C it gatlings. It’s weird.
If you have a chance to do 412A you have better options like 2A into combo to 412C, wallbounce continue combo. Throwing out 412A by itself not really worth it.