LET
05-31-2005, 11:50 AM
Playing around with Ryu's forward (or backward) jumping MP, I was trying to see what options I had after a landed MP.
I'm wondering what is generally the best to use after:
a) a landed two-hit MP
b) a landed one hit MP (e.g the first hit whiffs)
c) a landed two-hit followed up by anothr one hit MP
A two-hit landed followed by another MP deals a fair amount of damage, more than a throw or single Fierce, Roundhouse in the air. I tried juggling with other attacks like air hurricanes etc. but couldn't really link anything off it other than a super.
NOTE: A two-hit MP followed by another (one hit) MP can still be juggled by two hits of Ryu's super. I've found that I land the MP quite alot, esp near the end of heated matches and it makes an easy finish if you have a Super stocked as it dishes 50% damage if everything connects. Even though I can only land two hits of the super, it is a guaranteed way to land it seeing as it can be a predictable attack at times if not combo'd into.
I'm no expert on Super Turbo, or even SF2 in fact, so I'd really appreciate if people could post what they follow a jumping MP with, or if there's a generally accepted 'best' move to use.
:karate:
I'm wondering what is generally the best to use after:
a) a landed two-hit MP
b) a landed one hit MP (e.g the first hit whiffs)
c) a landed two-hit followed up by anothr one hit MP
A two-hit landed followed by another MP deals a fair amount of damage, more than a throw or single Fierce, Roundhouse in the air. I tried juggling with other attacks like air hurricanes etc. but couldn't really link anything off it other than a super.
NOTE: A two-hit MP followed by another (one hit) MP can still be juggled by two hits of Ryu's super. I've found that I land the MP quite alot, esp near the end of heated matches and it makes an easy finish if you have a Super stocked as it dishes 50% damage if everything connects. Even though I can only land two hits of the super, it is a guaranteed way to land it seeing as it can be a predictable attack at times if not combo'd into.
I'm no expert on Super Turbo, or even SF2 in fact, so I'd really appreciate if people could post what they follow a jumping MP with, or if there's a generally accepted 'best' move to use.
:karate: