Is the way I described it in my post above the buffer way?
**The input I do is d+short,neutral short, immediately after you do that in other words FAST, qcf, d+short,df,f+any punch. **
I’ve been able to do it against the CPU in auto block mode easy I think. It could be 50% of the time, but I highly doubt it, feels like it’s more to do with wrong inputs imo.
How are you inputting it Shinshoryuken?
Is this short, short, short, short, super combo possible in HD-Remix like in this video?
[media=youtube]54LxndGjc7U[/media]
(Combo at 1:16)
I use retra cancel to do the combo. Doing the buffer method doesn’t work on HD-remix due to having a fake fireball. I was able to connect short short in vanilla ST though.
Ive come to conclusion that short short super is only practical in vanilla ST.
Don’t give up Kimosabe!
Here it is I created a quick video of it.
Here it is the sexy short, short, short, super brought to you by SKULLPLAYER.
:encore::encore::encore:
I know this video could be alot better, but I am poor and don’t have access to a great video camera and video capture card nor a tripod to set my camera on to record both video and joystick inputs to play them back in slow motion cause I’ll be honest it’s not easy you can tell by sound of how fast I’m inputting it. And lucky I pulled it off really quick first few tries and first recording! If you live near Houston, TX I could roll on over to your place, and show you personally.
[media=youtube]BTAYZDFgCOI[/media]
Here is how I practice really hard timed combos take the input for this one:
The input I do is d+short,neutral short, immediately after you do that in other words FAST, qcf, d+short,df,f+any punch.
Do it slowly, but try and apply the same amount of pressure/relaxation you would use when you input motions fast. Don’t look at the screen and just mute the sound look directly at the arcade stick and take it in chunks backwards first. Like learn this section first slowly til it feels like you’re getting it inputting smoothly then try speeding it up to see if you can land the 7 hit:
neutral short, immediately after you do that in other words FAST, qcf, d+short,df,f+any punch
You could even simplify it even further before that to just this 6 hit combo:
qcf, d+short,df,f+any punch
But try and understand what I mean by applying the same amount of pressure/relaxation when practicing these motions slowly that is what will make all the difference in the world in the end. I’ll elaborate more on that if need be it’s sorta like how you practice a musical instrument.
It’s alot easier starting from the neutral it’s that first crouching short that sorta throws you’re synchronization of both hands off since your adding in something that feels really awkward if you’re use to buffering moves before the super. Once you get that 7 hit down then try adding in the first crouching short. Hope this helps again I wish I could show you personally cause you’d pick up on it quicker.
the way I saw it combo was in the corner. Mid screen is much more different since the opponent will be sliding back due to hit stun. Its why you can’t really tip low fwd, super like in 3s. The distance and speed of the super don’t allow a combo to take place.
BUT, that is still pretty good in the corner since its hella hit confirmable. I’ve been keeping my eye on that c.lk, s.lk, c.lk thing since you posted it. You actually can get crossup j.rh, c.lk, close s.lk, c.lk to combo so hopefully this works mid screen. Canceling a super right after that would give ryu a hi\lo hit confirm big life setup. Unless other players feel like j.rh xup, c.lk\c.mk, super is still hit confirmable?
question, can i get an input window on ryu’s juice kick timing? People say its fast but an actual # would help me understand “fast” better.
It might be hit confirmed mid screen too, I’ll work on that today to see if it is, and edit this post if it is indeed hit confirmed. I’ll also try that crossup to short,short,short,super as well. Does the opponent have to be crouching for that one to work? Don’t expect them to be recorded though I was just feelin’ saucy last night, and the fact the guy above didn’t believe it was so easy just had to show him it was. You’ll just have to take my word on the mid screen one. By the way thanks for the comment on the video it was my first one. Could you tell? :wgrin:
I can do that cr.short st. short cr.short super…soo far it still haven’t connected…and cr.shortx3 or cr.shortx3 super doesn’t connect even during crossup…these weren’t on training mode.
I always try these combo online and local play …to see how practical they are…
that’s what meant when i said they weren’t practical.
I’ve seen one video of a cr. short, cr. short, cr. short, super somewhere on youtube, but it was super turbo not hd-remix. And if I recall along time ago it is insanely difficult since the inputs gotta be inputted super fast. So I assume that one would bring out the fake fireball since it’s all crouched shorts. Also I’ve never been able to pull off cr. short, cr. short, cr. short, super on old turbo either probably due to not being fast enough.
Well I was practicing what you were asking about and yes it is indeed possible mid screen as well as the cross up kick to short, standing short, short, super. Took me along time on the crossup one since it felt weird adding in another motion to it.
:looney:
Looked hella kewl though sorry I couldn’t record it cause I spent about 20 minutes trying to achieve that one 9 hit combo of whoa gnarly awesomeness.
I got a problem with executing shoryu reliably.
Everytime I execute the motion like 30% of the time it comes out as hadou
Any ideas on how to execute it properly?
The way I do it is I push forward, then roll to down, then roll to df, are there better ways of doing it?
Arcade stick or pad?
Practice practice practice is only advise I can give instead of rolling to down try this forward, back to neutral, down, then down+forward (if your on a pad this probably won’t be possible not entirely sure on that since I don’t ever play pad but I would assume it wouldn’t be due to speed).
It might feel weird at first but just practice it slowly, but with same amount of pressure/relaxation you use when doing a fast motioned hadoken, if hadokens are like 2nd nature to you
Can anybody confirm if Ryu’s Tatsu on startup passes through Ken’s Hadoken on startup, like in HF? I’ve had it happen twice, both at point blank range, but never at mid to max range. By point blank I mean Ken, not the Hadoken. Ken gets hit, but the Hadoken passes harmlessly through Ryu. And it only seems to be the Short Tatsu.
I’m no expert by any means at all but based on similar experience I wanted to say it does.
Yeah I just went into practice mode going up, you lose of your hit boxes except your head but your body is pretty much invincible, similar deal to the srk, only very short. It gets longer based on the kick. So yeah, extremely safe on the way up against almost any ground based attacks. Still weak to jump ins though of course.
This is actually most useful against Sim and Guile since it means you can punish them with hurricanes at pretty much point blank to any reasonable range where your fireballs become riskier. So yeah, say they hit you out of the air, have advantage and wanted you to land on a boom or a fire, you can pass over the slow meaty ones even when they’re nearly right on top of your hit boxes and by the time your body is hittable again it’s over.
I got to play around with this more. I know you can use it to trade to a heavy advantage against shoto fireballs, but I really only incorporate the short or air tatsus into my game and have to look for spots where this could benefit in other match ups. Most cases I can think of, the jab srk just does better.
Actually, the original tatsu startup invulnerability started in CE. But in CE and HF it is invulnerable until the offensive hitboxes show up, while in ST (SSF2 too?) it lasts only until Ryu gets airbone. So, in other words, Ryu’s tatsus have shorter invincibility, preventing you from going through certain projectiles unless it is at point blank range or meaty, after a knockdown.
They must be using short tatsus because of the many interesting things that may happen after that. One, as you noted, it trying a hadouken and geting hit in the face. Others include trying to attack as he lands just to eat a throw or a shoryuken, and trying to retaliate before he switches sides with the opponent, which leaves him wide open for throws, st.fierce xx SRK, cr.str x2 xx hadoken -> chance of dizzy and stuff.
Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.
Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.
, = Link Combo
= Chain Combo or Rapid-Fire Chain
XX = 2-in-1 or Special/Super Move Cancellation
NE = Negative Edge
MP = Motion Partitioning
CP = Charge Partitioning
KC = Kara (Empty) Cancellation
RC = Renda (Rapid-Fire Chain) Cancellation
SC = Super Combo
TT = Tick Throw
@ = Dizzy Combo
R@ = Re-dizzy Combo
ToD = Touch of Death Combo
Basic Combos:
Crouch short, Throw (TT)
Crouch strong, Throw (TT)
Crouch fierce XX Fierce Hadouken
Crouch short XX Short Hurricane Kick
Intermediate Combos:
5. Close fierce XX Fierce Shoryuken
6. Jump fierce, close fierce XX Roundhouse Hurricane Kick
7. Jump roundhouse, crouch forward XX Fierce HienHadouken
8. Crouch strong, crouch forward XX Fierce Hadouken
9. Rushing Gut Punch (2 hit), crouch forward XX Fierce Hadouken
10. Jump fierce, crouch strong, crouch short XX Short Hurricane Kick
11. Jump fierce, crouch short, crouch fierce XX Fierce Hadouken
12. Meaty Jab Hadouken, Fierce Hadouken
13. Meaty Jab Hadouken, Shinkuu Hadouken SC
14. Meaty close roundhouse (2 hit), crouch forward XX Fierce Hadouken
Advanced Combos:
15. Jump fierce, crouch strong, Shinkuu Hadouken SC
16. Collarbone Breaker (2 hit), crouch roundhouse
17. Jump fierce XX Roundhouse Aerial Hurricane Kick (whiff), Throw (TT)
18. Jump strong (2 hit), jump strong (1 hit), Shinkuu Hadouken SC
19. Cross-up roundhouse, close fierce XX Fierce Shoryuken
20. Cross-up roundhouse, crouch strong, crouch forward XX Fierce Hadouken (@)
21. Cross-up roundhouse, crouch strong, close fierce XX Fierce Hadouken (ToD)
22. Jump roundhouse, crouch forward (MP) XX Shinkuu Hadouken SC
23. Jump fierce, crouch fierce (MP) XX Shinkuu Hadouken SC
24. Jump roundhouse, crouch short (RC/MP) XX Shinkuu Hadouken SC, crouch roundhouse
25. Jump roundhouse, crouch short (x2)-close short (KC) XX Shinkuu Hadouken SC
26. Jump roundhouse, crouch short-close short-crouch short (RC/MP) XX Shinkuu Hadouken SC
27. Cross-up roundhouse, crouch strong, crouch forward (MP) XX Shinkuu Hadouken SC
28. Cross-up roundhouse, crouch strong, crouch fierce (MP) XX Shinkuu Hadouken SC
29. Cross-up roundhouse, Rushing Gut Punch (2 hit), crouch forward (MP) XX Shinkuu Hadouken SC
I guess so. On original ST, I’ve been trying to link rush punch after cross-up roundhouse on Gief (who seems to be the easiest one to cross-up when no-one is playing) since I saw your post and it really seems impossible. The start up on the rush punch is just too large. I can check the frame data to make sure it is so, but it seems unnecessary.
Edit: I did this (cross-up on crouching char, rush punch, crouching strong followed by foward for 5 continuous hits) a number of times on Gief and Sim, and they get stunned 100% of the time by the time I hit the crouching forward. In rare situations, Sim got stunned when hit by crouching strong. I do not recall who the characters who were the hardest to stun were, but it may be that the combo is not practical due to folks getting stunned before the super.
Edit2: if this is true, then that is why it is impossible: the hit stun for aerial attacks is the same as jab/short, and that is the start up of Ryu’s rush punch. I believe such things haven’t changed from ST to HD remix: the basic data should be the same the Ryu’s only difference is his new fake hadouken.
Crossup > Rushing Fierce works on ALL crouching characters, but ONLY on crouching characters, and the rest of that 10 hit combo only works on big characters like Zangief, Hawk and Honda. The 9 hit version works on all characters, big and small.
Just remember, though, that the reason why combos work better on crouching characters is because getting hit while crouching actually causes you to stay in hit stun longer. +5 frames for medium attacks and +10 for hard attacks…or something like that. I need to look at the message NKI sent me on that. He’s the one that told me.
Edit: I think the longer hit stun may only apply to jumping attacks…meaning that jumping attacks that hit while the opponent is crouching have the same affect as a grounded normal attack. That’s a theory, anyway.