Or you could do the easy universal combo, jump HP -> cl Fierce -> cr mp -> Ex FBA -> Izuna which does 381 dmg and 505 stun, and ends in the best untechable knockdown ever.
Or just replace cl Fierce with cr mk for 351 dmg and 505 stun. Which can be done at much farther distances, and is very reliable.
Something interesting I found out. You know how to do the jump in fierce into fierce into fierce RCF you do the input of the RCF after you hit? Well It turns out you can do that with cr mp as well (into lp rcf)…
What that means though is that it is possible to do cr mk into cr mp into Ex FBA w/o previous charge if you input the Ex FBA after the cr mp hits. The timing is a little difficult for me for now but I know its possible at the very least. This could be huge for being able to hit confirm into ex FBA from so far away and can make cr mk a more dangerous weapon for footsies.
Hi im new to this website and id thought id show you guys my combo video. I made a thread but no one seemed to replied so id thought id share it here if thats ok?
OK i have some questions, pertaining to the df.hk OS throw.
While holding db i’ve tried doing ST if i happen to get a hit but seeing how i have to t\do the OS throw at the end frames of the CH its always to late for the ST to connect, so my question is.
Is is possible to to df.hk ~ hold db ~ OS throw after a split second press lp+lk again? But if CH hit just do ST or FBA? It seems impossible to get all those inputs so my next question is.
Is the purpose of doing df.hk OS throw mainly just to get in safe an be safe with a poke?
On a crouching opponent in vanilla you can do cls.mk xx Med RCF or cls.mp xx med.RCF it does the same damage as cls.HP xx Heav.RCF for equal damage and stun, it is also safer but less meter generated.
I am not sure I see exactly what you mean,
I guess you are speaking of doing CH ^^ Heav.ST on hit and CH – throw on block.
For me it is not an option select,
Option select is when you do one complex motion in a said situation and you rely on the game engine to select the best option for you, it usually relies on the fact this motion can be done without caring about visual feedback and leaves you in a favorable position more often than not.
this one is called a Hit confirm, you wait for visual feedback and you react accordingly, AFTER if it hits YOU combo, AFTER it is blocked YOU do something clever on block, AFTER it whiffes, YOU do what you can (usually you get comboed)
there is no need to option select hit/blocks followups with Cosmic heel
you do cosmic heel and charge db immediately
AFTER cosmic heel lands YOU do scarlet terror.
AFTER your cosmic heel is blocked YOU :
grab.
block.
bachdash.
backslash.
long backslash.
cr.lk/lp xx Lght.RCF OS tech throw
jump out fierce.
Focus armor then backdash cancel.
Focus Armor then attack.
Neutral jump
etc…
depending on what your opponent likes to do after blocking a CH you’ll pick a few of them and mix up.
It really is easy on execution level, just check what happens then execute the appropriate follow-up. there is a plenty of room on this one.
@Ajunta: No, no, no. You don’t know what he’s talking about.
@nappydude: First of all, I wouldn’t recommend doing the df.HK OS Throw Tech on max range df.HK’s because you have better options because of the +3 frame advantage you get.
And yes, this shit is hard to hitconfirm and execute in general. You need to be fairly good with your df.HK -> ST and probably hit your Scarlet Terror on the last frames possible to make it hitconfirmable. The purpose of it is to be able to safely avoid SRKs AND throws after blocked df.HKs.
you wait ~5 frames in block stance then input cr.lk OS tech throw OS heav.ST ?
so the objective is to be in block on a lp.srk reversal then punish it after blockstun with a buffered reversal heav. ST but tech throw if relevant, and do cr.lk xx heav.ST but hopefully not into enemy block ?
in this case why not doing
CH
buffer db charge
get blocked
wait 5 frames after enemy blockstun
press lp+lk
wait a few frames
move the stick forward release lp
wait a few fames press hk
if enemy does srk you are in blockstun as soon as out you have buffered a Hk .ST and punish his lp.srk.
if enemy attemps a throw you are teching throw.
if enemy goes for a blockstring you are in block stance
if enemy does something that doesn’t beat cr.lk he eats cr.lk xx lp.RCF
if enemy block he blocks cr.lk xx lp.RCF
if enemy jumps you whiff cr.lk and then the heav.ST goes
if enemy frame traps you you get owned.
if enemy does something that stuffs cr.lk you get owned.
if enemy backdashes there is a fair chance you whiff both cr.lk and heav.ST and get punished on landing
isn’t it better to train to punish lp.srk on reaction instead of trying to OS the punishement move everytime ?
So I was working on some ideas for my own little combo video, and I was playing around (aka staying up all night) in training mode trying to make or break all the records I knew of.
Here is the best I could find, and is my challenge to you:
Find a Claw combo that is possible in a real match and does 677 or more damage.
Find a Claw combo that is possible in a real match and does 26 or more hits.
(and by “possible” I don’t necessarily mean “practical”)
Curious? Haha… It might be a while before I fully execute that second combo, if ever [edit: found an easier version so I got this :D]. However, all of the components work and I’ll try to get it on video.
I managed to get a 685 damage training-mode combo too but it requires artificially inflating the stun while keeping the health bar nearly maxed out.
[edit]
my current records are (obeying meter and no damage/stun recovery):
700 damage vs vega (uses initial attacks to prepare dizzy)
708 stun vs THawk
29 hits vs THawk (uses initial attacks to prepare dizzy)
Anyone else here have a hard time comboing the ST? I’ve never played charge characters before so this whole thing with holding down back only and forward keeps getting to me, it hardly ever comes out.