Actually your double palm combo can’t even end in an ender of your choice because the last lp lunge leaves you at a distance where you can’t get s.mk into an ender. Had you used MP or HP lunge, then you might’ve (would’ve) hit the s.mk. The damage difference between all 3 lunges is negligent and in the end, time isn’t wasted if you do one or the other because all GJ combos end up doing around the same damage (450ish) anyway.
You’ve been wrong since the very beginning. You ASSUME HP lunge does notably less damage because it hits more times and allows less time to setup a mixup when in reality, LP lunge ends up doing around the same damage as HP lunge because of the immense damage scaling in genei jin and lp lunge doesn’t even leave you at a distance in the end where you get close s.mk into an ender of your choice.
Looks like you’re the one who really wants to defend your flawed logic to the bitter end. Nice try though. I’ve actually just been correcting you this entire time and you’re the one who’s getting mad. ;O
Yeah that post below just confirms very terrible troll. Way to bring up a completely different subject when we’re talking about double palms GJ combos and the difference between LP and HP Lunge in those combos. Looks like you just gave up bro. I’m done lol. STAY MAD BRAH
Get out of here with that shit. Some poor unknowing soul might believe your filth.
You clearly have no clue what you’re talking about. Stop posting and hit the lab, baddie.
Apparently you’re some kind of robot you can’t fathom, oh, I dunno, walking forward into range. Of course since you seem to have difficulty hitting 2 palms with anything but hp lunge punch this does not surprise me.
I don’t know what else to tell you. You are clearly entrenched so far into your opinion and the thought of being wrong has you so worried that you’ll deny it to the bitter end. Maybe if you won’t listen to me you’ll listen to the best sf4 player in the world. http://www.justin.tv/iplaywinner/b/288431543Part 4/5 is the Top 8 at norcal regionals. Here you will see Daigo perform numerous GJ combos. Please note the amount of HP lunge punches that are thrown, in or out of GJ for the entirety of the top 8:
Zero.
I’m in the lab trying to figure out some safe jumps for yun after a forward throw. What i’m doing atm is forward throw, foward dash, c.lk,c.lk jump mk. That seems to be one frame too fast, (i’m using yun’s ex up kicks as a base because it’s a 4frame startup) c.lk is 4frames startup, 2frames active, 8frames recovery = 14frames x 2 = 28 frames. That seems to be a frame too fast, now when i tried s.lk which is 4f startup, 3f active, 7f recovery = 14x2=28 that’s too slow. So is the SRK wiki wrong about the s.lk? or am i missing something?
I’ve also been mix and matching other normals trying different frames between 27-30. c.mp is listed as a total of 15 frames, c.lk is 14 frames, 15+14=29 and that gets punished.
How are you making sure that you’re wiffing 2 normals with perfect accuracy and neither leaving frames in between nor inputting too fast and chaining them?
Regardless, just do divekicks for safejumps. That way you get both a safejump and an ambiguous crossup
This is quite refreshing. SRK would be a much better place if more people followed your example
I can’t sleep but this is very entertaining. DFL is right that on average GJ combos do 450ish damage on average when done from lp shoulder canceled from one st mp or cr mk. Does considerably less under any other circumstances due to scaling.
You don’t want to do lunge punch until you have to. Palm does 100 and is one hit. Foward mk does 85 and is one hit.
All lunge punches do 60 damage and on top of that they’re 3 hits. if you are try to do as much damage as possible you don’t care about doing palm or fwd mk. What you care about is limiting the amount of lunge punches you have to do.
Hit count makes zero difference during scaling, which instead takes into account the number of moves executed. For example, even though Yun’s up kicks hit twice, that doesn’t mean it scales twice afterward. On the other hand, things like Fei’s rekka are indeed scaled quite a bit, since each hit requires a separate qcf+p input. http://www.eventhubs.com/guides/2009/may/09/how-combo-and-damage-scaling-works-street-fighter-iv/
I didnt think i was chaining anything since i’m whiffing the moves but i’ll try something else. I finally got the timing down so Yun’s lk UP kick is safe, but his EX up kick is not safe. So my timing is 1f off of a perfect safe jump. I didn’t know about the -1frame thing, thanks for the hot tip. But with that in mind, the s.lk + s.lk = 26 frames, and c.lk + c.lk = 26 frames, so why does the s.lkx2 un-safe and the c.lkx2 is safe?
wish i can record it for you guys. I’ve seen it a lot with japanese players namely Mago who uses this sort of setup. He would back throw, walk back half step, whiff s.lp and go for jump MP will hit in front, J.Mk will cross up. And it’s not that hard whiffing a move to do a setup. Here’s what i do
foward throw,
mash forward dash, once i see the animation starts
mash c.lk, once i see the animation for that,
mash c.lp,
hold up-forward.
reason why i dont dive kick is because depending on when you dive kick in the air, that’ll affect your frames, dive kick too soon, = whiff, dive kick too late, = punish. That’s less reliable than a regular jumping when it’ll always be consistent.
Post your combos then.
Quickly looking at the math, after starter your scaling already kicks in at 80% and moves down at each hit. Show your non-corner “simple combos” that do over 500 with mp x lp shoulder starter.
You’re so arrogant it actually ruins the entire concept of forum. I see your name is troll but do you really have to be such a dick?
Are you doing them in the corner? What move are you canceling them from?
If your answer is yes to my first question and your answer to my second question palm or mp/hp shoulder then yes 500 is easily accomplished.
But when you fight live matches against good competition canceling into GJ from mp/hp shoulder or palm will be as rare and as often as a prostate exam.
If your GJ combos are as grand as you say they are please feel free to post them somewhere.
Had to fix the lunch punches lol. No just less damaging in general for the hits they do.
But really if everyone is wrong and you are right I’d like to see. But I do know that palm-fwd mk-palm does more damage than palm 2x-lunge punch during GJ.
I have math backing me up. 100+85+100=285 You are saying 100+100+60=300. If that’s true I want to want go to your bank.
I do know that for scaling it wouldn’t equal that much but you should get my general point.
maybe just a simple human error? lol… c.lk can chain into itself but not s.lk, so whiffin two s.lk might be 26frames, but c.lkx2 could be lesser than 26 frames, how can you be 100% that you didnt chain the 2 cr.lks, thats the question(as trollthissrk has said above)… unless youre testing with tool assisted controller, theres always that human error imo… thats all i got to be honest. not gonna go in circles.
I can time it consistently enough to i can safe jump Yun’s lk Upkick which is a 5 frame startup, but i’ll get hit on Yun’s Ex Upkick which is 4 frame startup. It’s not a one a time deal, I’ll try to record it on my phone later today when i’m off. It’s still a great OS for slow reversals like Honda’s headbutt and bison. I just wish i can somehow time it so it’ll be safe from all 4f startups like fei, sagat’s and yang’s ex uppers.
Possibly could be me, i was able to do it once where i was safe from Ex upkick so i know my timing was spot on, but i wasnt able to recreate it a second time, but i was always able to be safe from 5f reversals.
in his defense, ive heard some guide lists fei/sagat etc as 4f startup reversals because they dont count the 5th hitting frame as startup… though if you based on the japanese mook/guide(and i think srk wiki frame data was based on this too), they count the first hitting frame as startup too, thats why you have to -1 frame if you wanna count the actual total frames of a move if youre referring to the japan guide’s frame data…
though yeah, i think most people follow the basis set up by the japanese guide, so TU etc has 5 frames startup.
Right…but mago wiffs ONE normal, not two. Double tap wiffing a normal than holding up is going to mean your safejump is one frame off at worst. If you can wiff 2 normals flawlessly im sure you can just time the safe jump without it…normals chain even if you’re wiffing them. I’m pretty sure thats your issue.