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View Full Version : Ken's MP,HP,hadou,Sa3


V4MPIRO
12-21-2006, 11:24 PM
Is any difference on the timing for this combo on live, then off line?
cause I master this combo off line and for some reason i just can't do it on live.

Mashf3st
12-21-2006, 11:29 PM
Dmg sucks if you use the fireball. You cant do short short?

DevilJin 01
12-21-2006, 11:30 PM
Live sucks.

V4MPIRO
12-21-2006, 11:39 PM
Dmg sucks if you use the fireball. You cant do short short?

short,short sa3?, yeah, but wake up shoryus ans supers on live owns, you know.

exodus
12-21-2006, 11:50 PM
mash, that was such a random ass irrelevant question.

the timing is the same vamp. it's just whether or not you recognize the hit early enough to super, depending on lag. but the execution of course, is the same.

Mashf3st
12-21-2006, 11:56 PM
^^O boooo. Just giving the guy a little shit mayne.

Projectjustice
12-22-2006, 06:12 AM
Avoid this combo period. Flashy but the damage stinks.

DevilJin 01
12-22-2006, 06:36 AM
Actually I think this combo does like one point less damage than MP, HP, shippu. The only real difference between the 2 combos is the hadou gives you extra time to confirm into the super.

Korin Zynn
12-22-2006, 07:43 AM
Actually I think this combo does like one point less damage than MP, HP, shippu. The only real difference between the 2 combos is the hadou gives you extra time to confirm into the super.

You are correct DJ. I was trying to get down mp,hp, shippu and I tested the damage with the added fireball and it is like one less. For some reason I still always do mp, hp, shippu though. Just what is easier for me.

DevilJin 01
12-22-2006, 08:09 AM
You are correct DJ. I was trying to get down mp,hp, shippu and I tested the damage with the added fireball and it is like one less. For some reason I still always do mp, hp, shippu though. Just what is easier for me.

Yeah...I always do MP, HP since IMO the timing isn't that difficult to confirm and there isn't as much recovery if you get the target combo blocked as opposed to throwing the fireball afterward. Playing enough CVS2 has taught me that the links/cancels in 3S are not the worst in fighting games. Characters like Chun or Ken himself can reverse with thier supers on block.

The Mullah
12-22-2006, 08:15 AM
damage scaling makes this combo shit? ...ok

The combo is alright because it's easy to tag on an ex fireball on the end if you see them blocking. you can't do that so easily when you motion the super as you'll often get the dp instead.

It's just a question of reflexes really, damage differences are minimal.

DevilJin 01
12-22-2006, 08:44 AM
Yeah...like I said it's 1 point difference. That's not going to make or break the game. Unless you're some analytical fiend.

XEN MASTER MARK
12-22-2006, 08:48 AM
IIRC damage versus standing Ryu is 54 without the Hadoken, and 53 with.

Visual confirmation off MP, HP is easy. The Hadoken is unnecessary for confirming, but it makes the input much easier on a stick if you cancel the special motion, into the super. If you confirm off the Hadoken, you aren't safe on block :(

eiSH
12-22-2006, 11:33 AM
I'd like the point out that if the Hadou hits before Shipuu then the damage is even weaker. (Or was it the other way around? :wtf:)

Shinshay
12-23-2006, 12:17 AM
53 or 54 can make a difference, but when it comes down to it you should learn both and you can never go wrong :tup:. I've actually found myself during some matches having problems hitting mp, hp into shippu so I'll input the fireball and presto i'm back in business.

I'm not going to lie, out of all my years of 3S I've never ran into an issue with doing the 53 combo and it resulted in a loss where the 54 could've won me the match. I say, do whatever you feel like.

Mechanica
12-23-2006, 05:28 PM
Sometimes I'll mess up mp, hp, sa3, but I don't think I ever mess up mp, hp, hadou, sa3.