There will be a consistent value though, if the last kick of the chain of 4MK presses extension connects
look is too damn specific you know? against some characters depending if they are standing or crouching or if you start with either cl.mp, cl.hk, cl.hp, cr.lp, cl.lk, cr.mk or cr.hp you get diff outcomes and even then you have another few outcomes if the opener was actually a CH
Yeah but there’s… a specific… number of kicks that come out when you do the input. It doesn’t matter who the character is or whether they’re standing or crouching you’ll get the same number of frames. Crouching/blocking/whatmoveyoucancelled from is only going to tell you what distance you’re at and what the hitbox will look like and whether a follow up move will connect.
The number of advantage frames you have will be the same unless one of the kicks whiffs. I’m asking about when they all connect.
let me see if i understand you want the adv of the regular legs hitting in normal circuntances?
that`s actually in the frame data, but like i said you wont be at the adv against every character despite of what the frame data says
LL :lk: +2[0] +6[+4] [] refers to the extension lightning kicks, extension block advantage assumes last hit connects
LL :mk: 0[+3] +4[+7] [] refers to the extension lightning kicks, extension block advantage assumes last hit
LL :hk: -1[0] +3[+4] [] refers to the extension lightning kicks, extension block advantage assumes last hit connects
+3! That’s what I wanted thanks.
I didn’t find the extension data in any frame data listings, maybe I missed it. And yes I realize it won’t be the same on every character/position just because all the hits won’t connect. But depending which one hits ‘last’ it should be consistent. Interested to see which kinds of hits cause different advantage/disadvantage though. Might have to do some testing.
and dont forget the push back, against some characters you can pull of combos like these:
Hey guys Check this out! Lighning leg loops from cl.Mp applications as well as input method suggestions =)
Take it easy on me, i’m new to video editing XD.
You can just do the loops instead. As far as blisters are concerned lol! I found making my own arcade stick lets me select stuff that dont hurt as much phew!
smh
I like the cl. HK x HK Legs FADC, cl. MP x HK Legs~MK Legs confirm into ultra/7f move. It’s a bit less damage than the cl. HK x HK Legs FADC, cl. HK x HK Legs~MK Legs confirm, but it covers the pushback issue on the characters that that combo wouldn’t work on.
I never really attempted to do that because I didn’t know how to cancel the first hit of cl. MP into Lightnings fast enough. However, that input method…
…okay, so I only have 6 buttons on my stick (old-school), so what I’ve found that works for me:
Do cl. MP then slide from MK~LK~LK~MK~HK and then mash out the MK Legs extension. It’s simple enough. I just have to practice for consistency to not randomly get focus when I attempt it.
Re-uploaded with the ambigous crossup, meter-use and viability etc
Interesting stuff. Will play with it in Training Mode and see what happens. I knew that cl.MP could cancel into Legs (I think most of us did) but never actually figured any practical applications for it.
Okay so I’ve been playing around with it for the purpose of covering the characters that cl. HK x HK Legs FADC, cl. HK x HK Legs~MK Legs doesn’t work on.
cl. HK x HK Legs FADC, cl. MP x HK Legs~MK Legs works on everyone except Rose.*
cl. HK x HK Legs FADC, cl. HK x HK Legs~MK Legs -> Ender is still a bit more damage and stun and easier so I’d suggest still going for it on the 2/3 of the cast it works on. Here are all the characters it works on:
Honda, Makoto, Dudley, Seth, Gouken, Gen, Twins, Juri, Chun, Dhalsim, Abel, Bison, Sagat, DeeJay, Guy, Cody, Guile, Blanka, Zangief, Fuerte, Rufus, Vega, Balrog, Fei Long, and T Hawk.
So the 1/3 it doesn’t work on are True Shotos, Ibuki, Viper, Cammy, Adon, Hakan and Rose and you should go for cl. MP x Legs after an FADC on them instead.
Here are some numbers for comparison on the combo damage:
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cl. HK x HK Legs FADC, cl. MP x HK Legs~MK Legs, st. HP = 322 damage and 592 Stun
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cl. HK x HK Legs FADC, cl. MP x HK Legs~MK Legs, cr. HP x HK Legs~MK Legs, st. HP = 361 damage and 674 stun
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cl. HK x HK Legs FADC, cl. HK x HK Legs~MK Legs, st. HP = 352-370 damage and 694-724 stun (this is because the legs extension hits differently on some characters.
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cl. HK x HK Legs FADC, cl. HK x HK Legs~MK Legs, Ultra 1 = 484-513 damage and 564-609 stun
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cl. HK x HK Legs FADC, cl. MP x HK Legs~MK Legs, Ultra 1 = 465 damage and 492 stun
By the way Rayden, in the video you mention that the 2nd combo on my list builds 0.7 f an EX bar back… that’s when you start from full meter. When you start from like 3 bars or less, it’ll actually build back about 1 and 1/5 of a bar worth of meter back (even without the jump-in at the start). The 1st and 3rd combo on my list builds a little over a bar back.
*Referring to cancelling the first hit of cl. MP into Legs, not the 2nd hit (which is still cancellable but has too much pusback). Also, Rose just doesn’t get hit properly by the MK legs extension in any combo.
ooh thanks, i’ll mention it on the comments. And re-upload it later Re-uploaded.
i really hate cl.mp
This is really good info… Thanks guys… Can’t wait to test them out.
I was just wondering if anyone could offer a tip on how to consistently land the c.HP link.
The way I do it is I do the c.HP, c.HK, c.MK, c.HK, c.MK, c.MKx4 slide. Unfortunately that makes it so I can’t really find an easy way to plink the c.HP to make it easier to connect.
I plink with crlp. Using my left hand while holding dB… to press lp. Right hand to slide starting with from hp hk mk lk mk hk
I plink with cr.LK.
My button presses are HP~LK, HK~MK~LK, HK~MK, MK MK MK.
I hit LK with my thumb, then piano down HK MK LK, then basically do it again but stop at MK and mash it. Ideally, my reasoning behind it is that if you miss the link and hit it early you at least get cr.LK which is somewhat safe. Then additionally, the plinked LK counts as the first kick input for Legs, and for me the action of pianoing down from HK to LK is easy because it’s similar to how I just naturally drum my fingers when I’m bored, so I just do it twice and end on MK.
Thanks for the suggestions. Olympians actually worked out quite well for me personally! Much appreciated
this is still difficult for me after 10 months lol. My record on crouching fei/abel is 71 with no fadc.
I aim to max out the combo counter at least 5 times while practicing though, I find it helps to have a target for loop training. In the first three months I pretty much tried every method until I found sliding was the best for me.
Nothing worth having comes easy