I was experiementing yesterday with the jumping mk, and crouching mk combo into the lp spd. The range with the lp spd is almost unfair. You can hit the jumping mk from such a far range plus it counters many standing and jumping attacks. This does not work with super or ultra though.
I don’t use it all the time because it can be countered or the player can jump away. Good to use when you are in biting in the match. I caught a Vega player as he was trying to backflip away.
I also have been buffering dashes into normals. it seems to throw off players as they see you are going for a low attack and many times they jump after you to try a crossup though with the dash you avoid it and then get a free spd.
Hey guys. I just recently decided to start messing around with gief. I’m having some trouble with hard challenge #1. i cannot seem to get the timing down for the EX Banashing Flat after the FADC. Can you guys tell me if im supposed to dash forward or backwards out of the FA? I have been dashing backwards
if u connect lite punch to next lite punch by just hitting too fast, you cannot connect lite punch to lite kick or to anything for that matter.
you have to hit each move at proper timing
cr lite kick can only be connect to another cr lite kick by hitting at right timing.
basically u have to figure out the timing right.
if its cr lp x2, cr lk, ex vanish,
timing is like this: push push p-push.
ex vanish can be done with command 32123 (num keypad)
and if you start the cr lk at 3 and 2123 two punch to do ex vanish.
some advanced technic of this is to do 32123 then lite kick and right after two punch.
if lite kick hits or get blocked, it combos to ex vanish,
if lite kick dont touch opponent, just lite kick and no ex vanish comes out.
use this when opponent is down and getting up.
if guy back steps, they can avoid lite kick,
but if they jump, lite kick hits and down with ex vanish
lite kick has to come out at right timing other wise, guy will be able to jump.
if guy just blocks, ex vanish comes out and u r kinda screwed,
and can be counter with invinsible moves or throw.
but one way to make ppl confused with minimal risk.
let me correct about usage of cr lk into ex vanish,
its not really that useful in opponent getup situation, but more for ground mid range fight
like against chungli hk, if ground lk hits with ducking thru the chun’s kick, will knock her down with ex vanish
its well worth the practice to get it at any time.
just imput ex vanish command with cr lk, but lk and 2 punchs almost at same time, but kick faster.
close mk can be special move cancelled
i use mk because u dont always end up close enough for close mk or close mp
and far mk got the best range and still connects from headbutt
so if u end up bit far after headbutt, u get the far mk hit,
actually im not sure if far mk connects or not, but opponents usually cant react to it.
dude you can do the way suncowiam is saying but there is a easier way.
instead of this
cr.lp -> cr.lp -> (n) -> f -> d + lk -> df + p/pp
because you can do green hand by df> db or d >df + pp,
you can do crlp > crlp > df crlk > db > df + pp.
this way u can stay down, so u can do ex green against geif’ lariat when you are right under there.
when u are blcoking certain super or ultra, those long blocking and hard to time the end of blocking to quickly react to do ex green for counter, you can keep shaking the stick df > db > df > db and when blcok is done, press pp and u always get it at the right timing.
C.Short can be linked together 4 times for decent damage, but the timing on those is quite tight really.
I sometimes use the normal green hand as a combo ender. Yeah I know it’s unsafe even on hit, but if you’ve got a huge life lead (and ideally your opponent has wasted their ultra) or you know the combo will kill them then you can always use Non EX hand as the ender. Jab version does about 120 damage so it’s still not a bad combo ender even with pro-rating because of the nice damage it does put out.
Also if they’re stupid/panicking they won’t capitalise after the green hand and you can get an SPD or something similar.
dont forgett how you are playing and use tickthrows
c.jabx2-link-c.short xx EX-Greenhand is the best option B&B becouse
-c.jab* xx c.jab* -link-c.short* -link- faar standing strong (combo finish) faar standing Roundhouse*
*Tickthrow possible !
just “tick” when the enemy do not think you will OR try to just block & punish or try to destroy your combo with bad timing so the next jab will hit him becouse the autoblock is off!!
works wonders and is much better then going for greenhand…
mixing blocks and tickthrows in save meter keeps your enemy from autoreversal srk AND it lead to more damage
OMG Reaper TY so much!!! Reading this gave me the confidence to keep trying. I’ve been trying to do this for so long! I am so happy that I can finally do it.
I was always getting just the 3 hit combo. cr. lp x 2, cr. lk but the ex hand would never come out. I was like wtf I am I doing wrong cus I knew I could do the cr. lk, ex hand link no problem.
After reading Reapers advice I knew i was doing it right but I just had to adjust my timing. I was doing it too fast. Do the cr. lp x2 and with the slightest of hesitation then do the cr. lk, ex hand.
You have to practice doing cr. lk, ex hand as if its 1 move.
The way I do it is: df lk, d, df +pp.
Hope this helps for anyone who still has problems doing this.