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greensyo
02-17-2006, 03:13 PM
vs crouching opp

fwd+rh, ex shoryu , sa3 .

the ex shoryu links its not a cancel.

dont know if the sa1 links but pretty sure it would. Burn your meter and plz the crowd all at the same time?

theres no range for the fwd+rh you can be right up on them and you will still be able to link the ex shoryu.

MagnetoManiac
02-17-2006, 04:01 PM
:tdown:


c.mkxxshippu ftw

Tigerboi
02-18-2006, 01:25 AM
fwd+ RH= shit. I hate that damn attack.

Using the same super cancel...

..I perfer cl. FP> FP shoryken xx shippu.

kesh!
02-18-2006, 09:52 AM
mp, hp, qcf+hp xx sa3 ftw

Yuk_Fai
02-18-2006, 10:38 AM
j.HK -> sc. hp x mp SRK xx SA3 = Most Damage SA combo

Duy Nguyen
02-18-2006, 11:56 PM
On crouching Elena.

c.mk xx EX Tatsu -> Shippu

GoLD-ReaVeR
02-23-2006, 08:33 PM
j.HK -> sc. hp x mp SRK xx SA3 = Most Damage SA combo
Doesn't that one whiff due to knockback?

Tigerboi
02-24-2006, 04:10 AM
No. It lands. I've done it before. I perfer the :hp: SRK xx if only for the cool firey stuff.

Gaijinblaze
02-24-2006, 12:08 PM
On most characters the srk does whiff unless the j.HK hits in a specific way.

I wonder if f+HK leaves you close enough for jab srk, kara srk. That could actually be worth something.

Yuk_Fai
02-24-2006, 02:06 PM
Yeah, sorry, I should've added the disclaimer that it's not always gonna land. For reliability, stick with c.mk xx Shippu or sc.fp xx Shippu.

Actually, c.mk x mp srk xx Shippu is cool, but I can't do a DP motion starting from down... 9/10 times I get a fireball xx Shippu. Any suggestions/tips?

Gaijinblaze
02-24-2006, 04:19 PM
Try returning the stick to neutral before doing the srk motion. Dunno any other tips but that may help.

And the combo I suggested above doesn't work. I thought jab srk had 2 frames of startup, same as shippu (which links), but the srk doesn't link.

Demon Dash
02-24-2006, 07:31 PM
Just buffer it.

:r: :d: + :mk: :df: + :mp: :d: :df: :r: + :lk: / :mk: / :hk:

Yuk_Fai
02-25-2006, 02:14 PM
Hm, thanks for the advice. I'll have to try that out next time I play... never thought about buffering it like that before.

XEN MASTER MARK
03-16-2006, 11:57 AM
:uf: :hp:, :d: :mk:, :dp: :mp:, :qcf: :qcf: :k:

High damage into super. Works on everybody.

FSgamer
03-16-2006, 02:11 PM
c.mk xx shippu ftw
Indeed :tup:

mp, hp, qcf+hp xx sa3 ftw
close s.MP, s.HP xx SA3 does more damage and it's easier to do. Fireballs are great for scaling down the damage of any combo.

close s.MP, s.HP xx whatever
c.LK(2x) xx whatever
c.MK xx whatever

Seriosuly, those are pretty much all the combos you need to know with Ken. Everything else is just for showoff.

XEN MASTER MARK
03-16-2006, 02:22 PM
I do target combo straight into SA3 too. The fireball one does less damage.

The only thing I would add to that list is :hp:, :dp: + :mp:, SA3 for punishment situations and the combo I listed above for when they're stunned.

:d: + :mp:, SA3 also does more damage that the :mk: and is easier to hit confirm, especially if the opponent is crouching too. It has better priority, but is only useful close up.

I gave up on the neutral far :mp:, SA3 that you see in Japanese vids. It's hard as hell to confirm :(

FSgamer
03-18-2006, 07:17 AM
:d: + :mp:, SA3 also does more damage that the :mk: and is easier to hit confirm, especially if the opponent is crouching too. It has better priority, but is only useful close up.
c.MK is more efficient during foot games because of its better range.
But yeah, I agree with you. If I'm within c.MP range I'll definitely use it instead of c.MK.

Demon Dash
03-18-2006, 03:42 PM
:uf: :hp:, :d: :mk:, :dp: :mp:, :qcf: :qcf: :k:

High damage into super. Works on everybody.
What the hell is that? :confused: Are we playing the same game?

Edit: Ohh, I get you. Didn't explain that very well did you?

hamelkarl
03-19-2006, 12:09 PM
Hi guys, I just want to know if this combo is good in a game. c.Mk,tatsu,shippu. I know we can do it on Ken and Gill (I don't know if I can do it on anybody else) this move do 51 of damage on ken (x-box) who's not so bad for the style and the damage (not the best one for the damage).

mr. newbie
03-19-2006, 03:06 PM
what! you guys forgot this

(i can only get this to work at full screen)

ex hadou xx sa3->w/e you want

if you time it right the opponent will pop up after the alst hit of the sa3 leaving you plenty of room to do a few more hits. someone more creative may be able to have fun with this one.

Yuk_Fai
03-19-2006, 04:21 PM
That combo's pretty useless... unless you're going for chip. But even so, from full screen, someone can easily jump over you as you whiff everything.


In other words... don't do that combo.

mr. newbie
03-19-2006, 07:02 PM
this thread is called cool combos.not combos you can use.

DooM
03-19-2006, 10:34 PM
but its also in a forum for STRATEGY for Ken players, not for bragging with combos =/ In nay case, the man was trying to give you some advice/help and you just hate on em...

GoLD-ReaVeR
03-20-2006, 07:25 AM
DooM: if we were to discuss strategy in this forum, it would end up in one gigantic flame war, making WW2 look pale in comparison.

FSgamer
03-20-2006, 07:49 AM
Some "cool" combos I use:

-c.MK x LP Shoryuken
OK in footsies. Doesn't combo if c.MK is done from maximum distance.

-b+MK, SA3
Good against noobs who block low all the time.

-close s.MP, s.HP x LP Shoryuken, LP Shoryuken (corner only)
Easy, good damage and stun, and you don't even need to do a Kara Shoryuken.

-cross-up EX Tatsumaki Senpukiaku, juggle with EX Shoryuken
OK juggle, IMO. Using the meter for a SA3 combo would be better.

Some side notes:

-I almost never use Hadokens in the middle of a combo because it scales damage down and it's usually harder to execute.
-I almost never use ground Tatsumaki Senpukiaku in combos either (unless it's the EX version). It doesn't knock down, and your opponent can punish you during your recovery.

Feel free to correct me if I posted something that doesn't work.

Demon Dash
03-20-2006, 08:23 AM
You can't beat tap, tap, super...It's too nice! I also love c.mk, shoryu, shoryu, watching nearly 40% damage being taken off by one little combo is too good.

GoLD-ReaVeR
03-20-2006, 08:55 AM
jump in HK, c.MK, LPSRK, karaLPSRK ftw:P

FSgamer
03-20-2006, 02:56 PM
Cocky combos:
-cancel normals into taunts (common among some XBL players) :lame:
-Even worse: cancel normals into taunts after you've finished your opponent off :lame:
I hate taunts.

GoLD-ReaVeR
03-20-2006, 04:27 PM
taunt = free sweep?

And some characters rely on taunts, such as Dudley and Q.

hamelkarl
03-21-2006, 10:36 AM
Yeah but it have setup for Q taunts. I never do a taunt if I am not in a good situation to do it !!!

FSgamer
03-21-2006, 12:25 PM
some characters rely on taunts, such as Dudley and Q.
I know that.

I'm just saying that I find it annoying when I come across some fucker who taunts after every single combo.
Or even worse, people that keep getting their asses kicked match after match, but then they get lucky and win one round and they taunt at the end of the round like if they were saying "hey, look how good I am, I've won one round, after losing 150760848936970647435 matches, I'm the best player in the world, I'm ready to win Evolution."

Yeah, right. Keep dreaming, loser...

Back to the combo topic:
Besides close s.MP, s.HP x LP Shoryuken, do you guys know any other combos that do good stun damage?

GoLD-ReaVeR
03-21-2006, 12:56 PM
Well, they do it to annoy you:P Most people degrade in performance when people taunt at them. So don't let em get to ya. Preferable you either own em, or return the taunts.

XEN MASTER MARK
03-22-2006, 02:27 PM
Good stun but risky;

J.HP, C.HP, EX Tatsu.

If you can do this when they're at 70% stun and leave them dizzy, you're safe. Obviously.

CrimsonDisaster
03-24-2006, 12:01 PM
IIRC you can do something silly like fullscreen EX fireball XX Shippu, straight up air EX hurricane kick, land, EX DP or something stupid like that.