I figured this out on a text-edit as I was waiting at the station for my friend. I’m sure I looked extra busy. Originally I wanted to do a long combo into st.Forward into meterless FADC, but I didn’t get this to come out a single time on it’s own.
>_< I MADE A VIDEO ABOUT THIS!!
Wait for the Rev.3 guide, I’ll put the chart in there. There’s a post somewhere on SRK where I detailed it but it’s probably so far back it’d take longer to find than to make another one. Typically, you want to always start with Roundhouse Kazegiri, and depending on your spacing, you switch between Strong and Jab Kasumi Susaku.
Jab Kasumi Sukaku is for in the corner, of if you hit close (like say j.Fierce, st.Forward xx Roundhouse Kazegiri xx Jab Kasumi Susaku). Another thing, you want to cancel on the very last hit of the Kazegiri, the third hit. In my Combo Video you don’t see this but you should always cancel on the final hit.
I’ll write it in detail next week.
BTW [j.Fierce, st.Forward xx Roundhouse Kazegiri xx Jab Kasumi Susaku] does something like 570 Damage and is the most damaging Kasumi Susaku combo I have found.
I know you did, I watched it quite a ways back ago, but I can’t find it for the life of me. I do it with the RH kazegiri and the lp or mp super, but it’s just not working out. I thought the version that I had to use would change depending on how far the character is when I first land the kazegiri.
Thanks for the tip, I’ll get back to working on it. I need to find new ways to land super. So far my surprise hien into super has been working rather well, but I doubt I’ll be able to land it on better players with better reactions.
This combo is pretty much impossible to pull of consistently, and the j.Fierce has a very specific spacing to it otherwise the cr.Fierce is too close/far. With st.Forward, the Kazegiri always has the correct spacing.
The cr.HP always hits unless for some reason you do j.HP from far away. If you’re already used to situations like Ryu’s j.HK , cr.HP or j.HK , cr.MP whiffing when j.HK , cr.MK would have worked, then this (spacing reaction?) shouldn’t be a problem. What’s more likely is that you’re pressing cr.HP too late such that it doesn’t combo when it should.
Unless I guess your opponent is crouching or something.
Nice one Izuna.
Funny fact: I found the combo you did against Rufus yesterday, and I tried it as an anti-air.
So you can 4MP - MK command dash - HK - forward jump EX Kunai - Ultra 1. It’s only 276 though.
Can be a good finisher, or maybe a good way to escape corner.
Also I’m pretty sure you can skip the jump EX kunai and just Yoroitoshi. Probably by HJC-ing the HK, I’ll have to try this
EDIT: nope. HJC-ing HK will just inflict half the ultra damage (which was already pretty low". Fuck this.
ALso this EX kunai thing - U1 seems to be character specific.
Have you actually tried pulling this combo off consistently? Mid-screen you’ll rarely get both Kunai of each couple to hit. The damage you can get from this is spacing specific. The Kazegiri will sometimes hit too high also.
Glad I didn’t dissapoint you =).
Everyone did haha. I actually knew it was going to be possible because back in Super it used to do one hit and cause a reset. Hence why my guide has the st.Roundhouse HJC Yoroitoshi in it, and that was before the ver.2012 changes was announced.
It is character specific. Some characters don’t launch as high as others, which is why doing Kazegiri FADC st.Roundhouse on Sagat doesn’t tend to combo. I’m actually only guessing that it ever does haha.
Yoroitoshi and Hashinsho are weird juggles. They should juggle in the same scenarios, but sometimes Yoroitoshi will and Hashinsho won’t, and vice-versa. There seems to be a separate counter for hits and projectiles. I also don’t know why j.Roundhouse has a high juggle counter…
As I said, st.Roundhouse into Yoroitoshi is the best damage you can get, and you get an Untechable knockdown.
OH SPEAKING OF WHICH, I did EX Tsumuji into Hashinsho on my C.Viper playing friend just to say that Ibuki has a new combo, and did some weird set-up after it. lol He said “why does Ibuki have that?”
Also this isn’t relevant to the video, but I did cr.Short OS Hashinsho on C.Viper. At first he didn’t believe me, but it was actually a mistake. Punished his backdash, I’m going to look into that someday for the Rev.3 guide.
I’ve tested the sjc focus quite a bit (before your video) and the most notable thing I’ve had meterless FADC come out with double taping forward then sjc THEN focus. I’ve done it with standing close HK and TC 10 as well, I’m fairly certain you can do it with any move that you can SJC but cannot focus cancel.
I mentioned the double tap forward because I found it interesting that you could make it dash on the first frame of focus by doing the dash before the sjc focus it’s self. The best use for this trick that I’ve found is after the air juggle combo since a dash telepaths a crossup a meterless (silent) fadc makes it harder to pick up on.
[S]This probably doesn’t apply to anyone else but if you bind focus and have your select button moved to the face of your stick you can plink focus to hit the timing for it easier.[/S] herp derp
Are you sure you’re not inputting forward after the focus attack?
It sounds similar to the technique where you hold forward, then press focus attack, then press forward once to you save you the trouble of pressing forward twice after the focus attack, since you already have half the input buffered.
But I doubt your technique is possible because that would mean you can buffer the full dash before the focus attack, which we already know is impossible. Unless the super jump changes things.
You can also plink focus attack with jab or short. No need for this b-linking nonsense. Unless you are already used to b-linking everything.
To quote myself:
[LEFT]st.Roundhouse, Hashinsho unreliable in the corner, deals a measly 230 damage
st.Roundhouse HJC CD cr.Fierce does 210 damage
st.Roundhouse HK Kazegiri does 220
new combo is useless
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EX Tsumuji, Hashinsho does a measly 274 damage
EX Tsumuji, HK Kazegiri does 280 damage
st.Strong, st.Forward [Tsumuji Loop] EX Tsumuji, Hashinsho does 399 damage
st.Strong, st.Forward [Tsumuji Loop] EX Tsumuji, HK Kazegiri does 409 damage
new combo is useless
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st.Roundhouse, Yoroitoshi (in my AE guide lol) does 306 damage and causes an untechable knockdown. Very nice new Okizeme starter.
st.Strong, st.Forward [Tsumuji Loop] Neckbreaker does 340 damage, so on characters you can’t Tsumuji Loop, st.Roundhouse, Yoroitoshi is the most damaging Okizeme starter.
Unless you can do cr.Fierce links, but you can’t do them off of a j.Short.[/LEFT]
Seth can no longer do his Option-Select DP FADC in this match-up because you can punish with cl.st.Jab (TC4) or Yoroitoshi if you bring it. But anyway this is my favourite set and I don’t think it has been posted before.