What? No man, relax. I’ve never thought of you like that. But if you don’t touch the direction while doing the slash, when will you start to charge for ex.ST? That’s why I said you have to do the izuna motion out of izuna range. You start to charge while in the air and do the slash at the start of your down+back charge. I guess there is enough time to charge after the slash but that makes it a lot more difficult.
My way makes it easier to avoid doing the drop, at the price of making it harder to get the charge. Overall I think you method is better indeed. =)
Ok then I overreacted. No problem, let’s forget it.
About those strange combos :
— If cMK wasn’t meaty (3rd active frame), but neither point blank, maybe the guy adjusted his range to hit on the second active frame. Meaning +6 on hit.
— For cLK cLP, cLK has two active frames. So same thing here, but at max range : hits on the second active frame (+4), allowing him to link. Same for a max range cLP into cHP.
That’s were having a big character is interesting, 'cause it would allow the Vega player to get his normals hit at max range, where that would be difficult/impossible on others chars.
About the cMK fsMP I was talking about, it was a regular counterhit in fact. It was in bleeding edge. ^^
Oh, and about Gross_indecency method for EX FBA^^ EX ST, it is indeed easier than mine. =D
Whats some of Vegas go to B&Bs?
The most basic: (1) CH-ST (2) cr.mp-ex.fba (3) cr.lp-lp.roll (4) cr.mk-hkST You can add a jf.hp to all.
Cosmic Heel > cr.hk
Cosmic Heel > Scarlet Terror
Cosmic Heel > ex fba
Cl.HP > cr.mp > ex fba
cr.mk > cr.mp > ex fba
jump in hp > cr.mk > (ex) scarlet terror
jump in hp > cl.hp > hp rcf
jump in hp> cl.hp > ex rcf > cr.mp > ex fba
Tip of the iceburg really.
Hey, Meteo2, I’ve got a question for you.
Some kind of a miracle recently happened (me linking several cLP in a row), and I’ve been trying some FADC strings myself. Your excellent Bleeding edge video, is full of great ideas about this, but was done with regular SSF4. I was looking forward to meterless follow-ups, as my meter tend to be spent with prodigality.
When I tried some combos it whiffed. ˇoˇ
Others, no charge. -_-
I’m currently understanding that some combos only works against crouching opponents, some only against standing ones, and some plain character specific (cLP cLP cLK LP-RCF might not work against Dan & Gen for example).
At one moment, you’re doing RCF FADC cLP cLP (HK ?)-ST against a crouching Ryu. Does that still works ? If yes isn’t it character specific ?
I can’t achieve cLP cLP cLP RCF or cLP cLP cLK RCF without having a bit of charge before. How do you manage to keep your charge while FADCing ?
Thx for answering, you or any others who had the same problems. =)
Everything in my vid that worked in SSF4 should work in AE 2012. The timing for df.HK into U2 is a little tighter but other than that it’s the same as far as I can tell with hitboxes. What exactly are you trying to do?
Keeping charge after FADC: The big secret is that you can input the full FADC BEFORE the last hit of RCF. So, I’m already charging back before the FADC flash occurs.
Combos wiffing: Several things can make a move wiff that you expected to hit. Sometimes for something to work you have to replicate the setup leading into that portion of the combo. For example, you cant walk up to a crouching Zangief and land 6 cr.LP’s. You literally have to FADC out of a point-blank RCF to be able to attempt it. Same thing with deep jump-ins, sometimes they get you closer inside of the character’s hitbox (because they are reeling) than otherwise would be possible. Many times, missing your link by 1 frame will cause an attack to wiff entirely instead of get blocked, so it can be confusing as to whether something is impossible or you’re just messing up. Sometimes its easier to land a hit on a crouching character and sometimes it’s not, and this varies a lot between combos and characters. Sometimes in Bleeding Edge I showed the dummy crouching just because I want to show you the combo STILL works, and other times it’s because it won’t work at all if the character is standing, or because the standing version has an easier or more damaging version.
actually, it does more damage and more stun. On normal combos, it does typically around 14-29 more damage and 35-65 more stun. i usually combo into this when i’m about to stun someone.
jump in hp> cl.hp > ex rcf > cr.mp > ex fba does 421 damage and 569 stun. Adding the ex st would do 435 damamge and 604 stun
Many thanks, Meteo2, the distance after the launcher setup was the key :
— If you do walk at a crouching Ryu, and try a point blank cLP cLP HK-ST, the ST will whiff.
— If you do RCF FADC at a crouching Ryu, the point blank cLP cLP HK-ST will connect.
So that was indeed a question of FADC allowing you to get deeper than just walk.
What I was trying to do is to find my personal FADC B’nB. I would like to get one more damaging than RCF FADC sHK, with no additional meter requirement (it’s already a good time for me if I’ve got two bars stocked), working against every crouching opponent, and leaving me in position to keep attacking. So a final ST would have been good for that.Or RCF, but I needed 3 attacks to get enough charge… and if you’re just walking and not FADCing, cLP cLP cLK LP-RCF does not connect on everyone.
I was testing my FADC follow-ups by walking, to be sure not to make 10 000 tries to link something that couldn’t be done anyway. I do part some hard combos, to train on each part separately before doing the whole thing. That was an error apparently. ^^
I must precise that at the moment I suck at FADC combos (the first link after the RCF is a bitching one). But as i could cLP cLP semi-consistently now, I decided to improve that part of my play, and to get fancy. ^^
Thx again for your explanations, now I can go back to setup my world domination projects. =D
I’m sure you’re right about that.
I am a simple claw player. When someone tells me about EX FBA, i think about the most common way to land it : cMP EX FBA. Again, I may be wrong, but I though that did 210 dmg 270 stun, compared to the 207 dmg 295 stun I get when trying the fancy EX-St juggle. =)
Any tips for pulling off dashing into Ultra? That’s one thing I’ve struggled with and almost never been able to to.
:db::f::f::f::3k: ?
Am I supposed to do this input as fast as possible, or am I supposed to draw the motion out so it takes up the full time of the dash? I’m assuming you want to do :db::f::f: as fast as possible but after that I have no clue what the right way is to time it.
Also, :db::f::f::3k: for backdash into ultra, is that right? Or just :db:
:f:
:f::3k:?
ALSO, what about for dashing into BHC, is there a different way?
you might of done the claw follow up a bit too far from the opponent. It does 50 damage when afar, and 90 when close up.
:db::f::f::f::3k: is right, make sure to push the kicks just before you finish dashing, not after. the thing about special moves is that you have that leniency in doing them, but i’m sure you knew that already. doing it before you finish dashing will stop you from accidentally flipping. double tapping the kicks works wonders as well.
as for the back dash, i do :db:(hold) focus:b::f::f::3k:. way easier. i typically never back dash raw, i always hold back, focus back to back dash since it’s just shit loads faster.
for BHC: db, f, f, chicken wing motion, KKK.
or for backwards: db (hold), b, reverse chicken wing motion, KKK
funny thing about the BHC is that the chicken wing motion isn’t as reliable for me cause i do it so fast, i tend to miss the db direction…so doing the zig zag motion seems to be the way for me to do the BHC properly, as in db, df, db, uf for foward. and if i do the back wall, i do the same thing, but add a ub afterwards.
the thing about the BHC and ex fba is that i can do and of the up motion to activate the move, then quickly switch directions. i’ve been incorporating this feature into my main combos so if i miss a link, instead of jumping foward into my opponent, i jump backwards instead
btw…how the hell do you guys add those motion icons in??? i have to resort to text or copy/paste from the previous comments, haha
the idea is easy, the excution is not that easy and needs attention. hold db :db:, focus, dash foward :f::f: and just finish the move :f::3k:
you must do the :f::3k: before the dash animation ends.
btw, i just did it this week ^^
the “dafuq” reaction from the opponent is cool heh =p
[media=youtube]K6hBVfYX08k[/media]
I’m having a lot of problems with this as well. I got it three times in a row and about half the time after that and all of sudden i can’t do it at all again. Is it possible to do the motion too fast? Too early in the dash? Should i hesitate at all during the :3k:? Or am i just not doing the forward dash part fast enough?
if nothing comes out, then you’re doing it too fast. hesitate is a good thing, do that. doing it late will cause you to flip
Guys, thats enough.
There has to be some way to avoid negative edge EX ST coming out when we kara throw… geez.
I can start poking without holding down back (it would take a lifetime to get used to it, thought) but I don’t think that this is the solution. It will make more harm then good.
Any ideas? I can’t think of one…
Nothing you can do about it from my experiments besides using cr.lp block strings where spacing does not require you to press forward before executing karathrow: off a jump in, corpse hop, level two focus, meaty cr.lp on their wakeup, or meaty CH. Two cr.lp at point black range and you are zoned correctly and their throw techs whiff and are highly punishable.
I’ve been thinking of cr.lp cr.lp cr.mk to counter hit os tech into U2 but it’s rare for someone to catch on to the cr.lp cr.lp karathrow string so I haven’t had a chance to practice it. It’s usually my fourth FBA oki option after safe jump, corpse hop meaty, and corpse hop throw.
But I would say the best part of cr.lp cr.lp karathrow is even if you fuck up the karathrow their os tech is punished by st.HK. So back dash, or invincible is their only option besides guessing. Even then you can cr.lp cr.lp and do nothing… if they don’t press a button for a few seconds you are still in karathrow range and you are outside their throw range, that’s how I try to mess with DP happy players.
You could also use cl.mp or cl.mk at point blank range but i don’t think the frame advantage is as good as cr.lp.
Even still the big draw back is you are in danger of eating OS DPs between cr.lp 1 and 2 since its a 1 frame link that cannot be plinked… draw back number two I think smaller characters the karathrow may still whiff.
If you run an FBA safe jump on a character with 4 frame reversal its only J.HP or J.HK and one cr.lp spacing is the same as if it were two cr.lps and you can karathrow. Very effective against charge reversals since they usually don’t or can’t OS their reversal.
Also if you hit opponent with the very tip of PoM you can crouch and hit one cr.lp and the charge won’t be long enough for ST to fire. You can take a step and karathrow. fr.lk cr.mp zones that PoM fairly well.
Or ya know do not hold down back.
Negative edge is a pain in the ass, dunno why they implemented such a thing. I learnt how to deal with it while playing Rose : just keep pushed a little bit the button who is responsible, so you input your direction before releasing it.
For example for cLP cLP cLK walk karathrow, keep cLK pushed until you’re walking (even if it’s for an instant), then input the kara. This can apply for all situations where negative edge is involved (for example to avoid getting a MP SHC instead of a FBA after a cMP, just keep the cMP pushed). =)
For cLP cLP Karathrow, as Meat Tower suggested, pressing forward is not necessary. But you shouldn’t get an ST anyway, as it’s a punch button which is released. =)
Actually, now that I read this I think that I didn’t expressed myself correctly.
What is making me suffer is the buffer in this case, not the NE.
When I cr.LP cr.LP cr.LP (forward in order to walk) kara throw, its when the EX ST is coming out. It happens because of the obvious forward + HK input. The game reads it as an EX because of the “second” HK that goes along with the throw input.
That is strange.
I think two inputs of the same button cannot trigger an EX. If an EX goes out with your HK, then it might be that your LK+LP input were not sync ; as throw input would probably priorize the HK.
Maybe you’re slightly delaying the LP. That would explain why an EX-ST would come out, as your inputs would look like forward + HK plinked with LK, and then LP. It’s just an idea. Maybe checking your inputs in a replay where you get the EX-ST would help. =)
Personnaly I have problems with negative edge, but it does only gives me LK-ST. =)