This list includes the characters you can connect a U2 after the LK divekick cancelled off a jump in mp. The corner is a big factor to this setup, it often allows you to connect the U2 on characters that you cant mid screen and increases reliability overall on your timing. For best results make sure the j.mp (the tip of the hand even) connects on their head/in their face. Ive arranged this list in terms of difficulty:
* = Easy, always worth doing and its even easier in the corner (if done midscreen).
** = Medium, worth the risk if you connected the j.mp properly, theres still leniency. If its ** midscreen, consider it * if done in the corner.
*** = Hard, dont do it unless your desperate, execution must be flawless in terms of landing the j.mp and timing of your ultra input and even then doing this is pretty gimmicky. If its *** midscreen its probably */** in the corner.
Who it works on midscreen:
-Evil Ryu: *
-Ryu: *
-Ken: *
-Ibuki: *
-Makoto: *
-Gen: *
-Dan: *
-Fei Long: *
-Adon: *
-Rose: *
-Abel : **
-Viper: **
-Rufus: **
-T.Hawk: **
-Cammy: **
-El Fuerte: **
-Sakura (need to hit deep with mp for the dive kick to hit otherwise use mk dive): ***
-Dhalsim: ***
-Sagat: ***
-Vega: ***
-Chun-Li: ***
-Cody: ***
Only Works on in the Corner:
-Deejay: *
-Oni: *
-E.Honda: **
-Dudley: **
-Seth: **
-Gouken: **
-Akuma: **
-Juri: **
-M.Bison: **
-Guy: **
-Hakan: **
-Guile: **
-Balrog: **
-Zangief: ***
-Blanka: ***
Video Supplement:
Credit to Vulcan Hades for that.
Comments
*Juri
*Sagat
*Seth (Corner full divekick whiffs)
*Vega (Corner full divekick whiffs)
*Abel (Corner full divekick whiffs)
*Viper
*Dee Jay
*Dudley
*Gouken (Corner full divekick whiffs)
*Gen (Corner full divekick whiffs)
*Zangief
*T. Hawk
*Rose
Whiffs on everyone else.
Video Supplement:
"There IS a gap between j.rh and j.faps, so the other dude can dp or teleport or whatever(beats some things though, need to test more). It's also possible I didn't do it as quickly as I could have, making it escapable. Even though it was escapable, it was indeed still a fuzzy guard.
There were some cases where it would hit if the person remained blocking high, but the gap between the two moves would allow them to crouch in time and dodge the move. This generally happened against characters who would have j.mp whiff entirely, such as Ryu and Ken. I didn't test potential escapes with everyone, but I'll list what I did test."
Honda
Dudley
Seth (Can teleport)
Gouken (Can counter but it whiffs)
Gen
Dan
Abel (Can EX Falling Sky, maybe normal version too, and roll)
C. Viper (Can at the very least evade with lp tk)
Sagat (Can DP the j.faps)
Cody (Can evade with BINGO)
Guy (Can ex tatsu, but it whiffs. Free punish!)
Hakan (Can U2 the j.faps)
Zangief (j.faps beats lariat!)
Vega (Can evade with backflip)
T. Hawk (can U2 the j.faps)
Adon (DP whiffs)
Ryu
Ken
Akuma
Juri(Can counter out)
Bison
Cammy(Can U2 the j.faps)
Dee Jay
Guile
Rufus
Rose
Yang
Yun
Evil Ryu
Ibuki
Makoto
Oni
Sakura
Chun Li
Dhalsim
Blanka
Fuerte
Balrog
Fei Long(Can U2 the j.faps)
Disclaimer from BeaM: "Of course, this is just based on what I got, if anyone had different results, please chime in."
Video Supplement:
cr.mk xx st.mp xx st.hk xx cr.hp xx ex.Senpusha (396 dmg)
Video Supplement:
Credit obviously to Option-Select.com.
We arent talking tricky FSE stuff, just the punishment part in this, and that combo is the most you can do. If you have one meter, use expinwheel, if not you can do hk pinwheel. The problem with this combo is that some of the cast (and remember this needs to be done point blank to work anyway) have hitboxes which the last cr.hp doesnt reach. At this point you could either;
A) omit the last cr.hp and go staight to expinwheel at st.hk (344 dmg) or
B) do a different combo that does more damage on that specific character. So this list concerns the characters which the combo doesnt reach and the combo/s you can optionally do instead.
-Gen = A/D
-Sakura = A/D
-Juri = A/B/C
-Abel = A/B
-Viper = A/B
-Cammy = A/B
-Guy = A/C
-Rose = A/B
Combo A = st.mk xx cr.mp xx st.hk xx ex/hk Senpusha (349/321 dmg)
Combo B = cr.mp xx far st.mk (2hits) xx far st.HP xx ex/hk Senpusha (392/353 dmg) Spacing important, go to training mode to check how far you need to be when you use your cr.mp.
Combo C = cr.mk xx st.hk xx cr.hp xx ex/hk Senpusha (376/348 dmg)
Combo D = cr.mk xx st.mp xx st.hk xx st.hp xx ex.Senpusha (360 dmg, 1 meter)
If anyone has any better suggestions feel free to pitch in
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0 • Off Topic Disagree Agree LikeNormal Move xx Light Kick Fireball Store xx Light Kick Fireball Release
That is it isnt covering doing bare fireball store to fireball, this gives different results because of different push back values, doing a preceding normal is a practical situation and how you would normally combo into fireball store. In the corner or close to the corner, this combo works on everyone, so this only addresses midscreen situations.
For each character that this doesnt work on, you need to use a Mk Fireball, its less practical in match situations but thats the only other way to squeeze damage out of a fireball store midscreen.
-Abel
-Akuma
-Balrog
-Blanka
-Cody
-Dan
-Dudley
-Evil Ryu
-Hakan
-Ibuki
-Ken
-M Bison
-Oni
-Ryu
-Seth
-Vega
-Yang
-Yun
For everyone else, Mk fireball has to be used.
Video Supplement: http://www.youtube.com/watch?v=3WZ798DHuHo&feature=channel_video_title
This list will cover who it whiffs on crouching outside of FSE, the list is sorted in terms of reliability, the top section is all the characters it hits no matter what stance, the second only hits them crouching when they guard, the third only hits them crouching if they dont guard and the fourth is a complete whiff while crouching no matter what;
-Abel
-Akuma
-Balrog
-Dan
-Dudley
-Evil Ryu
-Fei Long
-Gouken
-Hakan
-Ken
-M.Bison
-Makoto
-Oni
-Rose
-Rufus
-Ryu
-Sagat
-Seth
-T.Hawk
-Yang
-Yun
-Zangief
-Cody
-El Fuerte
-Gen
-Guile
-Guy
-Honda
-Sakura ***
-Vega
-C.Viper
-DeeJay
-Dhalsim
-Adon
-Blanka
-Cammy
-Chun-Li
-Ibuki
-Juri
Disclaimer from deice regarding Sakura: "Sakura's headbob during crouch causes far.HK to whiff half the time on crouching Sakura. You can probably use it reliably as a poke against her by first reseting her animation with another poke, but tread with care."
-Abel
-Gouken
-Sagat
-T.Hawk
-Zangief
-Fei Long***
-Seth***
*** = Hard to hit in combo, but works (tested with: Sekku xx far.LK xx far.MK xx far.HK xx Ex-Senpusha)
-Balrog
-Cody
-Guy
-Hakan
It whiffs on everyone else who crouches.
Juris Mk super can hit all characters really easily in their juggle state, its pretty much universal. Ex pinwheel also hits all characters but its harder for some than others. U2 has very specific ways of hit confirming. It depends on the strength of the Divekick used and where you hit it on the body.
U2 Difficulty Rating:
* = Easy, go for it, practical.
** = Practise would be required.
*** = very hard, almost gimmicky, its present but not practical.
Ex Pinwheel Difficulty Rating:
* = Easy no matter the divekick.
** = Still relatively easy, less time to confirm, Hk Divekick not reccommended.
*** = Very Short time to Hit Confirm, only Lk and well spaced Mk Divekicks creates the opportunity.
Spreadsheet reference:
https://spreadsheets.google.com/spreadsheet/ccc?key=0AiNVoPvrYUGOdHFKcFZlRElXTXRFMVA0anlDaVVTWGc&hl=en_US#gid=1
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0 • Off Topic Disagree Agree Likei mention this at the beggining, i want to see if anyone else will add in on the info before going to a chart, unless someone else wants to do it.
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0 • Off Topic Disagree Agree LikeOh, I missed that. Anyway, I went ahead and compiled this info in a spreadsheet.
Juri - What Works on Who
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0 • Off Topic Disagree Agree Likegodlike
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0 • Off Topic Disagree Agree LikeIt would be nice to have a easier to digest format for this, like if we could find groups that apply to many lists (like "tall guys", "wide hitbox", "large character", "pixie", "wierd"). It would also simplify memorization. But, I guess such convenient cross-combo applicable groupings don't exist.
As an aside, this would be useful information to have in the match-up thread also once we have it a bit more complete, listed per character so you can quickly check a specific matchup.
Here's a few lists I had in my book (don't know who was the original poster unfortunately):
She cannot dash under
Edit: nice work on the spreadsheet, it does clarify the info a lot! Also, easier to check for patterns if there's any easy groupings :)
本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
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0 • Off Topic Disagree Agree Like本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
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0 • Off Topic Disagree Agree LikeYep your right, unfortunatly in my experience it doesnt matter how big either, take Zangief, hes the biggest turd in the game and hes one of two characters that cant be juggled into U2 after a divekick in the corner. Theres too many factors to take into account with juri one of them being the speed at which characters fall in juggle states and how far away they are projected after being hit. Stuff like that isnt part of whether or not a character is big, when i was testing the U2 juggles id have to say Gen was by far the most leniant to hit U2 with and thats more to do with the factors i just mentioned not his hitbox because hes tiny.
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0 • Off Topic Disagree Agree Likefished this out of the matchup thread, shoutouts to Beam for providing the original content.
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0 • Off Topic Disagree Agree LikeI think it would be much easier to read if this was listed per character like the match-up thread instead of having huge lists for every combo. It would be much easier to learn "what works on who" that way, in my opinion.
Because we usually try to learn "what can I do on X character" instead of "who can I use X combo on".
For example:
Rose:
-j.HK>j.MP on block
-j.HK>j.HP on block
-dash under fb
-can't follow-up jumpin > normal xx release midscreen
-IA divekick > U2 midscreen
-cr.lk > OS: on miss EX Senpusha / on hit st.lk chain
-safejumpable, jumpin OS EX Senpushable
-...
Probably easier for you to fill with information, and easier to make it accurate too, since we don't have to go over the whole cast everytime.
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0 • Off Topic Disagree Agree Like本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
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0 • Off Topic Disagree Agree Likesorry son, i didnt realise you wanted me to do the work for you, the informations right here and theres even a spreadsheet for easier readability, so to be as blunt as possible do it yourself.
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0 • Off Topic Disagree Agree LikeEDIT: we can also rank a tier list from easiest to hardest fireball to dash under. just a thought.
P4U:mitsuru aka da based mitsuru
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0 • Off Topic Disagree Agree Likeye ill add everything in to the top when i can be bothered, which wouldn't take long, im not sure the difficulty level for dashing each fireball but i know for a fact that gouken is def the easiest. And yeah anything character specific not just combos, ill be testing the following FSE combo at some point soon on all the cast:
Cr.mk xx st/cr.mp xx st.hk xx cr.hp xx pinwheel
it does the most damage for a FSE combo, meter less and without fireball store midscreen but where if done point blank lets say for a punish or during a focus crumple the last cr.hp whiffs so you would have to omit the last cr.hp.
On that note considering the last cr.hp would have to be omitted is there a slightly more damaging combo that can be done in its place, possibly utalizing lk+lp/far standing forward and roundhouse?
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0 • Off Topic Disagree Agree LikeFor example the "full combo" results can be different if the oponent is crouching or standing.
The instant j.MP results may also vary depending on what the oponent is doing, on some of them you are able to land it when they are standing, but not when they are in block animation ( = no Fuzzy Guard ) or throw animation.
I didn't test against the whole cast but for Juri you can do the "full combo" after a jump in if she is crouching. On Dictator I had no success landing instant j.MP if done at the same time as throw, and I couldn't Fuzzy Guard him either.
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0 • Off Topic Disagree Agree LikeFull combo is for standing if you want to test crouchers then test and post, otherwise i think its fairly obvious if it whiffs on them standing theres no point in taking the risk that it might hit if they crouch, being that you pretty much have to be point blank for the full connect to work anyway.
instant j.mp on dictator works, i dont know what it is your doing wrong, but it works, if you want it to be more reliable then setup a tick situation like lk pinwheel FADC jump forward mp. Fuzzys dont work on dictator, fuzzys are another topic ill repeat:
Instand Jump Medium Punch and Fuzzy Guards are not the same thing
i posted a quote with the fuzzy guards listed that ill put at the top eventually.
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0 • Off Topic Disagree Agree LikeI did test it with cr.MK xx lk Senpusha FADC j.MP (forward and backward), it didn't work consistantly on Dictator and Fuerte; when they are in the throw animation it tends to whiff (tested with different throw timings). Worked well on everyone else on your list.
The full combo works on the whole cast if they are crouching (I tested it to make sure).
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0 • Off Topic Disagree Agree LikeThanks for the hard work mate, very much appreciated
本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
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0 • Off Topic Disagree Agree LikeMisses:
Juri
Ibuki
Chun-li
Dhalsim
C.Viper
Cammy
DeeJay
Blanka
Adon
Works on:
Everyone else.
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0 • Off Topic Disagree Agree Likesounds gimmicky, i like it. Id imagine it only works on the larger hit box characters, but if you get something to work, try to pull off something after the divekick, otherwise the damage wouldnt be worth it.
To my knowledge after divekicks without followups you can connect:
low ex-fireball
lk pinwheel
ex pinwheel
super
Ultra 2
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0 • Off Topic Disagree Agree LikeA setup for Ryu. Works vs Ken. I'm testing others later.
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0 • Off Topic Disagree Agree LikeFeedback like that is much valued from u guys if you spot inconsistencies with my lists.
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0 • Off Topic Disagree Agree Likedoes it have to be a lk xx lp then jump lk divekick? on crouching as well, most people stand when you jump at them so it might be best to first find a setup that has them standing, if thats possible, otherwise thanks for the time your putting into this, i look forward to seeing further results.
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0 • Off Topic Disagree Agree LikeI really doubt it will hit standing. The setup was made actually on a standing dummy, and hit them from the front. I set it up with timing only without the visual cue. I dashed up, c.lk c.lp dive kick. hit front. Replayed it back to see if it hit on crouching. Did.
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0 • Off Topic Disagree Agree Likei dont expect that it would hit everyone standing, maybe some maybe a few, maybe just one person, but if theres a setup that is practical and works, then its worth doing, i might look into it myself when i hit the lab next as well.
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0 • Off Topic Disagree Agree LikeIt comes down to height and angle. I've seen this hit before, so I knew it worked, however I cant think of a height and angle that it would cross up standing.
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0 • Off Topic Disagree Agree Likeit might not be possible on standing after all, its too hard to find if there is one, the trial and error all falls under that i might have actually found a setup that works on a character in the roster but i tried it on another character and hence thought it didnt work and moved on.
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0 • Off Topic Disagree Agree Like-Major change to the jumpin mp xx divekick xx U2 section, changed a few names around based on further testing and sorted them by difficulty to give you a general idea of how hard it will be.
-Added video supplements where i could find them to the J.mp xx divekick xx U2, Fuzzy Guard j.mp/j.hp, dash under fireballs, FSE punisher and corner U2 combo sections.
-Added a new section for the popular cr.mk video done by sh1Nd because its just that good it needs to be everywhere.
-Added my personal spreadsheet version of the thread that ill update as i add more stuff to this thread, best you download it and edit it to your liking should you want it.
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0 • Off Topic Disagree Agree LikeSSF4 Main: Juri. Sub:..idk
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0 • Off Topic Disagree Agree Likeyou just jumpin, press hk close to the ground and almost at the same time press down and mk then do qcf lk for the fuha store, delay the fuha store input abit so you dont get negative edge and end up doing a mk fireball store.
As for other option selects theres a couple that are useful here and there ill tell you some of the ones i use.
E.Honda: safe jump OS lk pinwheel, it loses to ex headbutt but tags backdash and makes his regular and ex buttsplashs whiff so you can try punish them, yeah its risky when he has meter.
Cody: safe jump OS Ultra 2 off a backthrow, Ultra 2 tags backdash and the invincibility covers EX-Zonk.
Rufus: he has to be meterless but the same Ultra 2 OS safejump will catch his backdash, otherwise wakeup exmessiah and exsnakestrikes will make U2 whiff jumpin hk will tag anything else.
Bison: Its a toss up between safe jump OS HK pinwheel and OS EX pinwheel, HK pinwheel beats teleport and backdash and expinwheel beats Ex-PC, Ex-Headstomp(headstomp only or abit of damage) and backdash.
Akuma: OS backdash allows you to cover enough distance to punish his teleport with a normal + special cancel, if you cross him up on jumpin make sure the teleport has time to auto correct.
Abel: OS regular throw (its a universal OS, most abels are wise to this, especially command throw OS's) after a deep jumpin beats EX-Tornado Throw and any roll including EX-Roll.
Anti BackDash OS: doesnt require a jumpin, this one is pretty universal to, you do meaty cr.lk on wakeup and press the Ultra KKK button, if the meaty lk connects another cr.lk will come out, if it doesnt sweep will come out. You can do this better in FSE where you press cr.lk xx cr.mp xx (OS cr.hk) xx cr.mk/sekku xx whatever, if cr.lk connects mp will come out and if they backdash sweep comes out.
Rose:
Other than that OS lk pinwheel usually universally catchs backdashs. thats all i can remember for now but that should keep you busy enough.
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0 • Off Topic Disagree Agree LikeAbel
Fei Long*
Gouken
Sagat
Seth*
T.Hawk
Zangief
* Hard to hit in combo, but works (tried Sekku, far.LK, far.MK, far.HK xx pinwheel)
Hits during combos only (due to hitstun animation):
Balrog (boxer)
Cody
Guy
Hakan
Adon
Blanka
Cammy
Chun-Li
Ibuki
Juri
Whiffs while crouch blocking (hits crouching):
C.Viper
DeeJay
Dhalsim
Whiffs while crouching (hits crouch block):
Cody
El Fuerte
Gen
Guile
Guy
Honda
Sakura **
Vega (Claw)
** Sakura's headbob during crouch causes far.HK to whiff half the time on crouching Sakura. You can probably use it reliably as a poke against her by first reseting her animation with another poke, but tread with care.
Abel
Akuma
Balrog (Boxer)
Dan
Dudley
Fei Long
Gouken
Hakan
Ken
M.Bison (Dictator)
Makoto
Rose
Rufus
Ryu
Sagat
Seth
T.Hawk
Zangief
Edit: The third spoiler is simply the information from the second spoiler inverted, every character that isn't listed in the second spoiler as whiffing under some conditions is listed in the third spoiler.
本番はこれからだったのに, もう限界? - honban wa korekara datta no ni, mou genkai?
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0 • Off Topic Disagree Agree LikeI still reccommend people to download and edit the spreadsheet to their own preferance if they dont like the way ive done it, but try to read the write up section in the thread first to avoid any misinterpretations of information.
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0 • Off Topic Disagree Agree LikeSo this is what I'll do. In gonna find a cool way to show these things like iafaps, iastrizong, cmk link, and fse punished in a video. I got a few ideas but I'm open for ideas. I've been kicking around showing them hitting over and over to mix with the beat of a trance song.
Psh, haha, psh, haha, psh haha, psh, haha. Should be nice kick snare alternative.
Or psh, sore, psh, ugh, psh, sore, psh, ugh.
Should be interesting.
But what I'll ask is if there's anything else you need me to add let me know. I'll probably record tonight.
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0 • Off Topic Disagree Agree LikeFar hk doesnt need a vid its self explanatory. FSE punisher i like the vid thats there right now, also shows off other FSE stuff if whoever sees it wants to carry on watching, though you can do the other 4 combos i mention in FSE punisher just to clarify it abit better.
Full Bnb pinwheel needs a video, example of it working as normal, then into a whiffed version, maybe show what they can do instead, ie. (after fireball) sweep, lk pinwheel and expinwheel. Defo show what happens with sakura in regards to the other pinwheels not comboing.
Dashing under fireballs could use a better video, but not neccessary.
the fuzzys are covered, i like how it is now.
Though id prefer you didnt put all content into one single video (so i can link each seperate video to each seperate section). Ultimately its your invested time, if its helpfull in illustrating the points made here then its going to go up either way, so your call.
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