Lol! It really does struggle! Almost looks like it wants to go into the wall jump part of Guy’s U1 lol.
Heh, that’s a pretty epic glitch, it’s really trying to go into animation but can’t :wgrin:
Edit: Just noticed to optionselect juri video has pretty good generic FSE combos for all purposes except for far. So if anyone knows far FSE combos those would be appreciated
On another note, I’ve been trying to figure out FSE. I’ve been learning the combos from thread first post, but what are people using for punish combo, like if you land FA2/3 or you block shoto HP Shoryuken (Assuming no fireball stock and standing opponent) ? Best I could come up with was whats on the first page:
FSE, c.mk, s.mp, s.hk, c.hp xx EX Senpusha (damage: from FAlvl2 365, FAlvl3 425, raw: 396)
from FA2/3 the first c.mk only adds 2 damage so I’d skip it to save FSE time. I’m thinking there must be better punish combos, or are they all character specific? Also, anyone have any good far punish combos?
FSE is every bit as difficult a tool to learn as I thought it would be, like learning a whole new character almost, with new bnb’s and hitconfirms and all. I just wish the training mode had a FSE=ON setting so I could play around without activating constantly :karate:
This is just personal preference but I never end my FSE combos with Senpusha unless it’s to finish them off. Ending with pinwheel = they will tech and get up fast for a reversal or safe block = you just ended your assault opportunity. By ending every FSE combo with a sweep, you can continue mixing them up safely.
I prefer doing 3 very short mixup combos that inflict only 150 damage for example than a long ass fancy combo that will deal 350 max and give them a tech wake up. In the end, I will have inflicted 100 more damage.
After FA level 2/3, I usually do: FSE, st.mk (2 hits), st.hk (2 hits), EX Senpusha. If I want to finish them off that is.
Otherwise, I go cr.lp, cr.lk, cr.mp, cr.mk, cr.hk. And depending on spacing of course, I will do with various mix ups with standing normals and Sekku. Sometimes I will purposely drop a combo to start a new chain. Sometimes I will fake an overhead or make a stand normal to trick them into thinking they need to block high then immediately go low again. I think FSE is a gold opportunity to frametrap, not combo.
Vs a lot of matchups though, I still prefer using Ultra 2. Mainly vs Ryu/Ken, Akuma and Bison.
Good tip about using cs.mk in FSE combos, I had somehow ignored it.
Yeah, I guess its just personal preference. I prefer always defaulting to max damage, unless I’ve seen evidence that gambling with a reset will net me more damage. That’s why the first thing I’m practicing is punishes, to at least get comparable (400+) damage to Ultra2 off when I land a sure punish.
Its unfortunate that the c.HP from the c.mk, s.mp, s.hk, c.hp xx EX Senpusha combo whiffs on Gen, Sakura, Juri, Abel, C.Viper, Cammy, Guy and Rose. Well, Ok, Abel is the most interesting those since he’s high stamina and high tier, with Rose, Cammy and Viper being a bit less worrisome. I should try to find a character specific FSE combo for Abel at least, he’s pretty tall, so that might help.
On another, have we had any solid FSE combos assuming a fireball stock? (ones that work against most, if not all characters). And I was trying to come up with some far combos, I guess cr/s.mk,s.hk,s.mp,s.hp are all you really have to play with, haven’t really found any good damage combos from that range (better that s.mk,s.hk xx ex pin, where s.hk whiffs on crouching pixies).
alright quick combo 4 u guys: fuzzy guard setup into super, so thats j.mp, divekick, mk super, max damage is 399, timing is easy and this works on everyone.
as for deice, i got a combo that has a fuhajin store: s.lp/c.lp, s.mp/c.mp, close roundhouse, low fuhajin release, s.mp, close roundhouse, ex pin. pretty simple, sort of like dr.grammers combo listed earlier, its for corner only and does a max of 406 damage, u could also add the s.hp after the ex pin if u’d like.
I tried this combo, and it does 398 damage (or 428 with s.HP), not 406. Incidentally, I don’t see a reason why you wouldn’t do the s.HP, since it just causes a techable knockdown either way.
Or you could add st.mp instead for reset fun, which is the option I would prefer unless the FP would be enough to KO.
Oh, I hadn’t considered that. s.MP is probably preferable regardless, unless you’re really good at reading health bars. The difference between s.MP and s.HP is only around 7-9 damage, which is pretty much negligible.
true dat beam, the damage will vary for some combos dr grammer, the maximum damage i got for that combo is 406, the lowest i got was 398. i guess it depends on how deep the ex pin hits.
with fse what option selects can you use with juri to make the guessing game more intensive and successful?
Sweet, I couldn’t figure anything better that works on everyone. For character specifics I had success with s.mp, cs.hk, cr.hp xx fuhajin, c.mk, fs.hk, ex pinwheel. But this only works on some fatter characters.
Thanks for reminding me about tacking on the s.mp/hp, I’d thoroughly forgotten u could do that
As a side note: Is it just me, or is the fuzzy guard harder to hit on some characters than others? (or instant air j.mp for that matter). I could do nj.hk, j.mp first attempt vs Juri, but had to spend 10 minutes trying on Ryu to hit it even once.
woah woah woah…st.mp can be used as a reset? in my combo for example, when can it be used as a reset?
You can do it after an EX Senpusha in the corner, causing the opponent to recover instead of being knocked down. Far s.MK can be used like this as well.
ah i see, had no idea st.mp can be used like far mk, thanks bud.
It is character specific.
My testing and results from a while back.
Of course, this is somewhat inaccurate, as I just landed the j.fp fuzzy guard on Ryu last night, but it at least gives you people it most certainly DOES work on. It’s very easy to do on Juri, must be her stylin’ hair or something.
Cool, thanks for the link, I had somehow assumed it must be universal :rolleyes:
i got another fse fuhajin combo, much more easier than the one i mentioned b4: cr.mk/cr.mp, low fuhajin release, cr.mk, s.mp, close roundhouse, cr.hp, ex pin. does a maximum of 410 damage, corner only. Of course u could reset at various times during this combo.
That’s what I do, minus the cr.fp since I don’t trust it on everyone(once I completely know who it will and will not whiff on, I’ll bring it back). Off of a successful cr.mk xx lk release, I FADC into that combo as well.
This combo isn’t as good as the one you posted earlier. The damage numbers are higher because you skipped the light punch at the beginning.
I’ve been messing around with it today. It doesn’t seem to work on Abel, Cammy, Chun Li, C Viper, Juri, Rose, or Sakura, or on any crouching opponents. The behavior seems totally different for FADC combos, though.
both combos are great, but i like the newer one i posted, cuz IMO its much more easier on the hands.
well seeing as i cant fadc into anything, i gotta practice on that aspect