View Full Version : Best Way to Punish?
Long time lurker here, looking to see if anyone has found out the best way to punish whiffed DPs, throws, etc..
I usually punish with a throw, but the throw doesn't seem to take off so much damage. I played a Ken in ranked and it seemed like anytime I whiffed against him, he punished me HARD with st.:mp::hp: xx f.SRK which takes a pretty big chunk out of my health bar.
I've played around with a few light punch/kick combos but I'm looking for something that can be landed at least 95% of the time like the combo above. Any suggestions?
Thanks in advance
XMarXTheSp0t
03-05-2009, 08:30 AM
Long time lurker here, looking to see if anyone has found out the best way to punish whiffed DPs, throws, etc..
I usually punish with a throw, but the throw doesn't seem to take off so much damage. I played a Ken in ranked and it seemed like anytime I whiffed against him, he punished me HARD with st.:mp::hp: xx f.SRK which takes a pretty big chunk out of my health bar.
I've played around with a few light punch/kick combos but I'm looking for something that can be landed at least 95% of the time like the combo above. Any suggestions?
Thanks in advance
hmmm try using Forward Fierece->down Mp -> Mp shoryuken
or you can use Down lp -> down lp -> down Mk ->hadoken
or..forward fierce -> mid shoryuken
easiest one is probably lp->shoryuken
XeroDd
03-05-2009, 08:35 AM
Focus attack xx f+hp xx hp srk and its variations (adding in cr.lp to cr.hp before the srk) is a pretty good reliable punish combo.
Bojador_pt
03-05-2009, 08:37 AM
If you want something easy, go for cr.HP xx HP DP. It takes good damage and you use only one button. If you have super you can go for cr.HP xx HP DP xx HP Super.
These are the two I've been using and now I'm trying to move forward to cr.MK --> cr.HP xx HP DP (xx Super if I have meter).
f+fp has really weird timing that I can't pickup for some odd reason. I can't consistently combo after it. I've tried a good couple hours figuring it out, but consistency with it is my problem. I can FA dash, f+fp, but anything after that never seems to connect. I know I could probably spam df+p to get it off, but spam luck is not what I'm after.
Any suggestions on linking f+fp to cr.lp or cr.fp? The timing seems really off and/or hard to get down.
Bojador_pt
03-05-2009, 08:47 AM
I have problems with timing the cr.HP after F+Hp too. Don't know if f+HP --> cr.LP is also hard but I do know f+HP --> HP DP is easy to connect.
mechajesus
03-05-2009, 10:13 AM
forward fierce + ex srk is usually my go-to.
The trick is that it has 0 frame advantage and you can't cancel out of it, so you need to do the srk RIGHT AWAY at the very end of your move. Piano that shit.
If you REALLY have a lot of time (they whiffed a fierce srk right in front of you) you can tack a level 2 FA onto the start of that for a 5-hit combo.
Also if you have sick mechanics, level 2 FA > f+fp > c.mp xx mp srk xx fadc xx ultra. But I can barely do shit like that in training mode, not to mention a real match.
JasonxxEpicxxNJ
03-05-2009, 05:19 PM
Ryu's throw doesn't do much damage but it's good for the knockdown you need to zone/put pressure on your opponent but if your looking for a good combo any combo ending with c.mk xx hadoken you can't go wrong and if your anti-airing lp.srk to ex hado/ultra is the best way to go,go with what your confident with!
McRomes
03-05-2009, 06:26 PM
Standing fierce xx Fierce Shoryuken is fine. Quick and damaging, stick to that. Linking a crouching fierce or strong after forward fierce is tough, it's a 1 frame link. Better to do crouching jab, crouching fierce/strong. Also, Forward fierce to shoryuken is a cancel, not a link.
tsenzen
03-05-2009, 06:36 PM
forward fierce + ex srk is usually my go-to.
I thought ex'ing the srk actually does less damage than a Fierce (HP) srk?
Aznmnky
03-05-2009, 06:45 PM
Just go with fierce > fierce dp. Simple and effective
there's no point in using ex meter in combos/punish unless you can go for the kill.
the only time I'd use ex meter is for fireball wars when I want to gain the advantage. that or conserve your meter until you have super.
Endless
03-05-2009, 07:37 PM
Yea, normally HP xx HP dragon is what I do.
I can't time it yet, but a high damage punish combo is Twd HP link Stand MK xx HP dragon.
Digital717
03-05-2009, 07:48 PM
Yea, normally HP xx HP dragon is what I do.
Me too. Reliable, easy, and pretty good damage. Like others said add a FA into that if you have the time at the beginning.
mechajesus
03-05-2009, 07:59 PM
I thought ex'ing the srk actually does less damage than a Fierce (HP) srk?
Actually, looking at the tables, it does the same at point-blank. Regular DPs all do 200 damage at point-blank and 100 damange if you hit them later on in the move. EX DP does 2 hits for 100 each, but I think you only get the first hit if you hit them at point blank. So it's basically the same, unless chip damange is important.
Well, now I know.
r3ddrag0nx
03-05-2009, 11:03 PM
HP to ex hurricane most basic and damaging combo
even tho ppl do hp hp uppercut it doesnt always work if u dont input correctly
Digital717
03-05-2009, 11:40 PM
Actually, looking at the tables, it does the same at point-blank. Regular DPs all do 200 damage at point-blank and 100 damange if you hit them later on in the move. EX DP does 2 hits for 100 each, but I think you only get the first hit if you hit them at point blank. So it's basically the same, unless chip damange is important.
Well, now I know.
What are you talking about?
They all do different damage and none do 200. You might be looking at stun value or something.
For those having trouble with connecting forward HP with DP it's actually super easy once you get the timing. The trick I use is to keep holding forward until just AFTER the second hit from the F-HP hits. Then finish with down forward HP and it connects very reliably. I can do it 9 out of 10 times.
HP DP = 160
EX = 80 and 60
Throw = 130
Forward HP + HP DP = 280
cr. HP + HP DP = 260
This is a nice one if you have your super meter. - forward HP + LP DP + Super = 490
Bojador_pt
03-06-2009, 02:01 AM
Digital717 can you add the damage of cr.HP + HP DP to that pls?
mechajesus
03-06-2009, 12:32 PM
You might be looking at stun value or something.
...
goood damnit
cr. mp cr. mp cr. hk if they are point blank..good damage no meter used free knockdown.
cr. lk cr. lp cr. hp hurricane kick again good damage no meter used again knocks down.
f+hp cr. lp cr. hp hurricane kick.
noticing a theme?
best way to punish is to knock the opponent down putting them in a position where you can cross up. as far as f+hp having zero frames that is incorrect it leaves you at 0 if the opponent blocks it if they are hit by it you are actually at +4 SRK has a 3 frame start up if the first f+hp hits the second one is automatic just go to practice mode and work on your timing.
Digital717
03-07-2009, 12:43 AM
Digital717 can you add the damage of cr.HP + HP DP to that pls?
Sure. Added to original. Not as good as forward hp, dp. Also added a really easy but damaging super combo if you have it.
Elipsis
03-07-2009, 11:14 PM
I'm going to have to try that F+HP, DP combo... I need something reliable and as much as I like to throw people I need more damage output.
Digital717
03-08-2009, 01:29 PM
I'm going to have to try that F+HP, DP combo... I need something reliable and as much as I like to throw people I need more damage output.
Definitely learn how to do it. If you can get it down so that you can reliably do it everytime you will see your win percentage rise noticeably. Another great thing about that combo is how easy it is to add your super at the end for a devastating attack.
SickNasty
03-08-2009, 08:06 PM
Solar Plexus Punch ---> Hard Punch Shoryuken ---> (If you have Super use that)
Elipsis
03-09-2009, 09:10 AM
Definitely learn how to do it. If you can get it down so that you can reliably do it everytime you will see your win percentage rise noticeably. Another great thing about that combo is how easy it is to add your super at the end for a devastating attack.
I tried this for awhile last night and am now proficient with the timing of the combo... however my reaction time on the F+HP is just atrocious due to the unfortunate RB. I had a couple instances of them coming down to block my F+HP... and one flatly embarrassing moment of sliding underneath them and getting pummeled from behind.
I did, however, make good use of this combo multiple times following a successful FA.
Digital717
03-09-2009, 05:32 PM
I tried this for awhile last night and am now proficient with the timing of the combo... however my reaction time on the F+HP is just atrocious due to the unfortunate RB. I had a couple instances of them coming down to block my F+HP... and one flatly embarrassing moment of sliding underneath them and getting pummeled from behind.
I did, however, make good use of this combo multiple times following a successful FA.
Yeah the startup on it is slow. That's the only downside, but with practice you will get it down perfectly. Just go into practice mode and have the cpu srk over and over and determine how early you can start the move. You can actually start it when they are at the very top of their uppercut and it will land when they hit the floor.
HungryPillow
03-09-2009, 08:17 PM
Anyone have any tips on timing for punishing Ken's whiffed fierce DP? Whenever I play in the arcade or single player I don't have a problem, but lately online I noticed a lot of Ken's that will fierce DP me again or just block whatever I'm about to do. I will usually start my combo just when they are about to land, but that doesn't seem to cut it sometimes. Short of guessing through the lag I'm not sure what to do... :crybaby:
mechajesus
03-09-2009, 09:03 PM
HungryPillow, sometimes lag can be a bitch. Just don't take online play too seriously.
But good advice is to aim a little early rather than a little late. A little late could easily mean eating their second consecutive DP. Don't take any unnecessary risks by timing it right before they can block. Punish as soon as possible.
HungryPillow
03-09-2009, 09:08 PM
HungryPillow, sometimes lag can be a bitch. Just don't take online play too seriously.
But good advice is to aim a little early rather than a little late. A little late could easily mean eating their second consecutive DP. Don't take any unnecessary risks by timing it right before they can block. Punish as soon as possible.
Thanks... I just had another thought. Maybe I can just FA first then combo from there, at least that will take out the blocking part, but I guess they can still fierce DP through it...
SickNasty
03-10-2009, 02:20 PM
Full Charge your FA on a Ken Ultra Miss then go into a Solar Plexus Strike -> HP Shoryuken
Punish jumps with LP Shoryuken --- > Ultra
AQUA-PURA
03-11-2009, 12:26 PM
Punish jumps with LP Shoryuken --- > Ultra
And whiffed/ Blocked Shoryus... Unless you don't want Rage quits then go for Shoryu's...
I usually Get DP's again online when I try to combo off HP...
SickNasty
03-11-2009, 12:38 PM
And whiffed/ Blocked Shoryus... Unless you don't want Rage quits then go for Shoryu's...
I usually Get DP's again online when I try to combo off HP...
I juggled some guy twice back-to-back (Super then Ultraed) That guy really knows how to quit fast.
F+hp > c.lp > c.hp > f.dp
f+fp has really weird timing that I can't pickup for some odd reason. I can't consistently combo after it. I've tried a good couple hours figuring it out, but consistency with it is my problem. I can FA dash, f+fp, but anything after that never seems to connect. I know I could probably spam df+p to get it off, but spam luck is not what I'm after.
Any suggestions on linking f+fp to cr.lp or cr.fp? The timing seems really off and/or hard to get down.
For some reason, someone negative repped me for this reply... wtf? I mean I could honestly give 2 flying fucks about my "reputation" but I don't see how this could merit actually taking the time out to give someone negative rep... comment was "09", this really irks me because I hate how people think your fucking "Join Date" represents your level of intelligence and or skill in a video game.
Sometimes people lurk forums and never post, get over it.
FOR GREAT JUSTICE
03-17-2009, 04:33 AM
For punishing Whiffed Srks it depends on the distance. sometimes if i dash in and try to go for HP > HP Srk i get a second ex DP in the face. so i go for c.mk > hurricane kick or hadoken depending.
After a focus attack i like to use.
forward HP > c.lp c.lp c.mk > hado or hurricane kick or ex hadoken or hado shinku hadoken.
if im playing online where lag as an issue i just go for the.
forward HP > Hp srk
with meter
forward Hp > hp srk > fadc > ex hurricane kick
forward hp > hp srk > fadc > ultra
also for general cross ups and some punishing situations i like to use
C.mp > c.mk > hado
I noticed if you do C.mk > hado > fadc > jump you are too close in to do a cross up. But.
with C.mp > c.mk > hado >fadc> jump over cross up. you can land a deep cross up and whether the combo hits or not. Usually if i don't abuse it i won't get AAed because opponents usually expect a hado > fadc > throw combination.
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