Yeah, makoto is doing MP+LP+LK since SSFIV.
That bastard is a genius that has everything well thought a long time ago.
Once in a while I find something cool and think that I am genius… just to see the same shit in a video of him in 2011. Damn it.
jump actually takes 4 frames. dhalsim takes 3
bloody hell…
How do you guys get cl.hp rcf off of jumps so consistently…its just jump>slam the stick into downback>hp, s.hp, rcf…but i cant do it… not enough charge time for rcf
Also when claw trades off cl.hp, or s.hk, or rcf last hit etc he can trade combo into c.mp combos…how do you guys do it…is it always trade os-ing the mp, or do you do it on gdlk reaction
clHP has 9f of startup. You don’t have to press clHP and quiclky go to forward + Punch to do the EX RCF. You can wait a little while staying in downback and then cancel into RCF.
About the crMK/crMP/stHK/clHP/RCF trades against jabs/shorts. Yeah, its on reaction. Its not godlike. All you need to do is to pay attention to the hitconfirm as always. It pretty much goes like this: I don’t care if I got hit. If they did, I’m confirming into EX FBA.
Pretend you’re playing gief and jump forward in a half circle motion starting at (for me) forward to up+forward to up to up+back to back. Even on pad I find the half circle motion faster than a simple up+forward to back.
Also stop at back and not down+back because you need to hit standing fierce. then just press forward+punch in between the 2 slashes.
I always thought it was the same timing regardless of trade or no trade…
Not sure how to word this the way I want.
Like the pause between seeing the trade and pushing the button for cMP is the same as the pause between finishing the sHP and pushing the button for cMP.
Iono… all of Vega’s trades seem this way to me.
It was pretty much what I said, no?
This can get confusing because it difficult to word it. But I think you said the same thing I tried to say.
Well, trying again: The hitsun of our crMK or clHP is always the same if its on hit or trade.
It does not matter if you spend the 90% of the time in the recovery of your move or the hitstun of a crLP that your enemy managed to trade with you. The last 2 frames you will be able to crMP xx EX FBA.
stHK and RCF offer a HUGE amount of hitstun. So you have a visual cue that its not small to confirm into crMP xx EX FBA.
In EX RCF case, usually by the time you reacted you can press crMP already.
In stHK you have A LOT of time, you can even stHK (trade) crMK crMP xx EX FBA. But me, and I think that the other Claw players as well, tend to go for crLP crMP after they identified the trade, because its way more confortable to execute and it works on pretty much anyone.
Trivia:
You can combo stHK if you traded stHK with most “Medium” moves. Like our crMK, Abel’s fMK etc.
You can combo Cosmic Hell if you traded stHK with the first hit of Sagat’s fLK.
What Haztlan said, cr.lp into cr.mp is the most comfortable hit confirm.
I personally don’t usually look for the trade but once it happens, the time needed to react is not restrictive at all to use visual cues.
My best advice for executing cl.HP into ex.RCF or medium RCF is to start the charge immediately after you jump in. Once you connect with a jump in HP or HK and start to combo cl.HP, look at the animation of cl.HP. It’s a two hit move that can be canceled after the first hit. You want to hit forward + mp/PP after the first hit but before the second.
Hey guys !
I finally decided to join after a few months of playing Balrog and lurking on these forums.
Since there are some experts here, I figured out I could start with a few questions concerning things I have been unable to perform so far, so here we go.
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Is the Cosmic Heel to EX FBA combo on a standing opponent possible ? If so, does it work on everyone ?
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I have seen an impressive combo in a high-level match replay, which started with
level 2 focus attack -> dash forward -> cl.HP xx EX RCF.
I don’t understand how it is even possible. To the best of my knowledge, dash forward takes 20 frames and cl.HP has a 9 frame startup. I guess you can slightly delay the input of the cl.HP since you got a crumple, but by 31 frames … ?! Could you please explain to me when I am supposed to charge the 60 frames for the EX RCF ?
Thank you in advance !
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works on everyone, but unless you want that particular knockdown, cosmic heel to hk ST is better because it does similar damage without meter.
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you forgot to factor in the fact that you’ll be charging before the dash actually happens. plus you forgot to factor in the hit stop. you know, when you hit someone, you both freeze for a few frames? all this put together has more than enough charge frames
- CH to ST (or EX ST) for damage. Use CH to EX FBA (or sweep) for hard knock down.
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Yeah, I was aware of the damage and knockdown difference, it was more a theoretical question (or in case I really need that hard knockdown) because I have been unable to make it work in training mode.
I think I am waiting too long before going into EX FBA, since the down charge has been there for a long time when the Cosmic Heel ends. -
Right! I forgot about these. Still seems tight to me, but at least I know why it works now.
I will try it in training mode as well for sure.
Thanks to both of you for your answers!
Just keep holding down+forward from when you execute Cosmic Heel. gets you a jump start on charge time.
Another thing i forgot to mention, after the focus attack and dash, press hp just at the point where they are about to go on their knees, you dont need to hit hp straut away. When pressing forward hp for the actual roll, you can cancel it a bit late. It’s a matter of patience
Okay, I was able to perform both combos in training mode. The first one is actually really easy to do when you know that you cannot delay it as much as Scarlet Terror, especially with Vegaman’s advice. The second one is a little bit trickier, so it should probably require more training before I am able to do it consistently in real matches.
Thanks again for your advices!
Now that this is solved, I have another question : when do you decide to go for nj.HP instead of nj.HK ?
Do you use nj.HP because of some “rock-paper-scissors” rule (like the fact it wins against some moves that beat nj.HK), or does it simply depend on the situation (like your height and the opponent’s, the distance between you and the opponent, …).
Or maybe a combination of those ?
I really have a hard time to see how it can be useful to use nj.HP (or nj.LK when the opponent is above you) instead of nj.HK.
n.hk all the way man. instant neutral hk will beat most things. I posted somewhere about neutral hk+lk+lp. if you do the anti air early, you get hk, if you missed the timing and did it a bit late, you get an air grab, win win.
Niah, the hk+lk+lp must be pressed at the same time or is it like kara grab? (hk~lk+lp)
njHK does everything njHP can do and more. There’s zero practical reason to ever use njHP…
That being said, I use njHP because I like the animation of it better than njHK
same time

n.hk all the way man. instant neutral hk will beat most things. I posted somewhere about neutral hk+lk+lp. if you do the anti air early, you get hk, if you missed the timing and did it a bit late, you get an air grab, win win.

njHK does everything njHP can do and more. There’s zero practical reason to ever use njHP…
That being said, I use njHP because I like the animation of it better than njHK
Haha, I agree about nj.HP, the animation is cool !
Also, nice tech you described here with the HK+LK+LP, Niah.
And what about nj.LK or nj.MP ? Do these moves have any practical use ?
I know they are intended to hit opponents that are above you, but nj.HK can do that as well.