ST: Renda Kara Canceling

ShinVegaShinVega Shoryuken'n est. 92'Joined: Posts: 191
I'm starting wonder if my button order is correct for Renda Kara.
Example: Bison; Jump in FP (hold dn+awy), [c.J*2, fwd, bck+s/c.J, Jab+fwd+Short]...jump SP*2

I'm almost pressing Jab simultaneously with fwd+short. I'm specifically asking about [] I want to make sure that I'm doing it correctly.
Thanks

PS. I realize that I could use negative edge instead.
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Comments

  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    What are you trying to do exactly? If you want to do c.LP x2, s.LP xx super, you don't need renda kara canceling.
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,929
    no, hes trying to do c.LPx2 renda kara-ed into super, and what you're doing is wrong.
    what you want is:

    j.FP(hold db), c.LPx2, f b+LP, f+LK. that last part must be done super fast and is hella hard.

    c.LP x2, s.LP xx super is easier but wont hit most crouching opponents(i think).

    personally, i would just use Maj's combo.
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  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    ^change the last part to f+LP~LK

    regardless, isn't renda kara cancelling when you cancel jabs into a jump?
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  • NKINKI Mashers Joined: Posts: 1,788
    Renda kara is a rapid-fire Jab or Short being kara canceled. It can be a jump, a special, a super, etc...doesn't really matter what you cancel it into.
    It was a fun ten years.

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  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    Thanks rogueyoshi, I was doing it like that b/f. It never came out (at least now I know I was inputting correct). I didn't need to Kara Cancel in order to complete the combo. It's EXTREMELY difficult.

    Also, Is there any way to super cancel a 720? I can't think of any way to do it. A tick throw doesn't count since there's that 1 neutral frame.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • polaritypolarity I'M BACK BITCHES Joined: Posts: 1,841
    Thanks rogueyoshi, I was doing it like that b/f. It never came out (at least now I know I was inputting correct). I didn't need to Kara Cancel in order to complete the combo. It's EXTREMELY difficult.

    Also, Is there any way to super cancel a 720? I can't think of any way to do it. A tick throw doesn't count since there's that 1 neutral frame.

    :confused: You do know the reason ticking exists is because you can't throw people out of hit/blockstun, right?
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    Yes, I knew that. I just figured there might be a way since it's a super combo (I was also thinking along the lines of Sim, since his is half circles and I have yet to s.cancel that). I wasn't sure if the same rules applied to super combos. It seems like I read somewhere that was possible.
    No freely available material is allowed on this site, no exceptions. - ptp
    SF2 Code v1.0: t s+ T++ r f++ g+ m+ s+ v++ M++ n++:-- o++
  • NKINKI Mashers Joined: Posts: 1,788
    Super throws follow the same rules as normal/special throws.
    It was a fun ten years.

    http://nki.combovideos.com
    Thanks to BlazeD and Preppy for hosting!
    Avatar by Buttermaker.
  • tolkientolkien tolkaNo Joined: Posts: 163
    how do i do a jumping kick after doing jabs, what to press?
  • NKINKI Mashers Joined: Posts: 1,788
    For example, with Guile, to do st.Jab x2 -> j.RH, you'd press Jab, Jab, Jab~up/toward~RH

    (The tilde ~ means "press immediately after.")

    To do st.Jab x2 into jump, you have to press Jab three times. Kara cancel the third Jab, then immediately cancel that Jab into a jump.
    It was a fun ten years.

    http://nki.combovideos.com
    Thanks to BlazeD and Preppy for hosting!
    Avatar by Buttermaker.
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