strangely or not so strangely enough, i’m getting a lot of chances to play super. i’ll let y’all know of my findings, but once i get a copy myself, training mode!
cr.mk seems to be an ok poke up close. still learning the up close game.
strangely or not so strangely enough, i’m getting a lot of chances to play super. i’ll let y’all know of my findings, but once i get a copy myself, training mode!
cr.mk seems to be an ok poke up close. still learning the up close game.
stfu yaz
going to try some of these out tonight, she seems pretty fun!
FSE Combos:
[media=youtube]URFKb2k1tLw[/media]
All tested on standing and crouching Ryu. These are the most reliable and damaging ones I’ve found yet.
(All St.MP are interchangeable with cr.MP).
Midscreen and Corner:
BnB Standing and crouching:
cr.LK>st.MP>cr.MK>st.HK 2hits>HK Senpusha 299 dmg
cr.LK>st.MP>cr.MK>st.HK 2hits>EX Senpusha 323 dmg
Corner Normal Hitboxes, Midscreen and Corner Big Hit Box Characters as well as others (tested Sagat, Zangief, T.Hawk, Ryu working, more notes below):
Standing:
cr.LK>st.MP>cr.MK>st.HK 2 hits>cr.HP>HK Senpusha 345 dmg
cr.LK>st.MP>cr.MK>st.HK 2 hits>cr.HP>EX Senpusha 365 dmg
Crouching:
cr.HP whiffs due to pushback from st.HK 2 hits.
The BnB I posted is very good, since if you can hitconfirm your opponent is standing (and depending on type of hitbox), you can just add the cr.HP at the end for the extra ~45 or so damage. The normal BnB works well even on small hitboxes like Juri, Dhalsim and Chun-Li (on Chun-Li the first hits of RH Senpusha whiff, but still combos for a reduced 269 damage combo. Can also happen to EX Senpusha, but much omre rarely. It still connects not resulting in a dropped combo, which is the most important part). Also if you’re doing cr.HP bnb and you’re too far vs some of the standing characters the cr.HP will whiff, however T-Hawk seems to have the biggest hitbox and even at that distance it connects.
Overhead combos:
F+MK>cr.MK>cr.MP>st.HK 2 hits>HK Senpusha 347 dmg
F+MK>cr.MK>cr.MP>st.HK 2 hits>EX Senpusha 371 dmg
You can put in a cr.LK before the cr.MK since it’s easier, but first combo will then be 332dmg and second combo 352dmg.
[media=youtube]UaO4FP9nADc[/media]
[media=youtube]22KXaxwPm4E[/media]
[media=youtube]ilnYgNKRjjI[/media] - 503 dmg Meterless CC (impractical)
To be fair trag, they’re all pretty impractical due to the needing charged fireballs, but hell they look like fun combos so I’ll add them and make a note to never try them in a real match.
i disagree, charging fireballs is hardly going to be impractical imho.
The fireball that combos on crouching and standing is the light kick one, which means you get rid of hit-confirming into fireball release, that’s the reason they’re impractical.
I’m just showing what is possible. Not what people will be using in matches. No one wants to see 500 variations of DP -> FADC, Ultra. We’ll see that in matches. I’m simply making videos showing interesting or weird things that may help the community out. If you don’t want them, I can take them down.
I never said there was anything wrong with that, you take me the wrong way. I was just explaining how the fireballs are impractical, not to stop posting skilled flashy combos. It’s fun to see limits being broken.
New BnB, more damage, and gets rid of that annoying chain into cr.lk from st.lk, and better to plink.
cr.lk>st.lk>cr.mp>HK Senpusha - 204 dmg (with cr.mk was 196 dmg)
cr.lk>st.lk>cr.mp>EX Senpusha - 232 dmg (with cr.mk was 224 dmg)
Yeah I do like the flashy skilled combos as well so I added 'em. Who knows, maybe we can make use of them as a corner post-stun combo.
I think storing 2 fireballs for a combo is impractical but storing 1 for a combo is definitely doable. Did anybody get around to testing a block string into fireball store? I could see something like doing a block string into fireball store and spacing that block string out right for a cross up j.forward or fake a cross up with j.RH. If it lands you get c.forward/strong, release fireball, c.forward, EX or non-EX Pinwheels. That seems more in the realm of practical right now.
Hmm, now thinking of mindgames using ambiguous fireball stores out of blockstrings to keep your opponent on their toes after you back off from one.
It’s actually excellent to end blockstring with fireball store, even cr.LK>fireball store they cannot mash a DP in between. And it’s totally safe on block.
Any video’s on her counter? “Kasatushi” im interested in seeing that!!
XBL: Oh Mai Balls
PSN: Filichino
SFIV: Gouken
SSFIV: Gouken / Juri
[media=youtube]SHpmJdjohDk"[/media]
Dunno if this combo has been posted. Mk Fireball store and 1 EX bar for 415 damage. Very practical imo.
That seems very useful
have any mix ups been discovered ?
Pretty sure a couple of people have some mixups, or at least have some in mind like a meaty fireball -> overhead on wake up, pinwheel crossovers on knockdown, pinwheel crossunders on resets, etc. etc. I think she’ll have plenty of shenanigans and mixups.
I also think storing fireballs can be very practical.
Storing the light version is easy enough to do; why not treat the fireball itself as a poke and use it as part of a hit-confirming blockstring?
Storing 2 fireballs is not as easy but in a series of footsies imagine the potential mindgames you could play on your opponent by pretending to have used up your fireballs.
Heres mine, if its been done before sorry got lazy to look through the thread
[media=youtube]qvD8QQPdzFU[/media]