does way more damage than it should
combo super results in half life majority of time
builds up fairly fast
priority over other supers( if 2 are done at the same time.)
wrong meter for ex’s
extremely shitty recovery time after missed super. The opp can even cross under you before you land.
most of the damage depends on how well you mash. From what ive tested, mashing too fast sometimes results in the lower end of the damage avaiable. Mashing the right way is a easily a 10-20 point differnece depending on the setup you use. This super has 3 damage ranges. LOW MID AND HIGH. I’ll use the s.shinryuken as an example. A low damage ranged shinryuken is high 40’s - mid 50’s and then scale accordingly. 70 being the max. The “one button technique” works decent but you end up with the low end of the damage sometimes. The 2 button alternating technique works good. It usually gives you the mid to high end of the damage avaiable but does dip down into the lower side. I’d have to say the 3 button simutaneously works the best. It’s ALWAYS mid to high range damage. I find that holding down works the best when mashing. Im not a big fan of the swiping technique and it doesnt work good for this super IMO. Pressing fast is usually what keeps the damage at the maximum. Just my opinion.
damage results: vs ryu
i think ryu has 140ish damage points. So 70ish is roughly half life vs ryu. All of these damage points are with mashing.
standing shinryuken = 49-68max (jumping OPP) depending where they are in the jump. 49 is peak jump damage.
standing shinryuken = 62-70max (standing OPP)
c.mk super= 56-76max
c.mp super= 56-77max (1 point diff)
srk+mp,super= 56-66max (1hit srk obviously)
srk+fp,super=(1hit) 49-61max (not worth it)
srk+fp,super=(2hit) 47-57max (not worth it)
s.fp,srk+mp,super= 62-75max (if replaced with a s.mp it would be the same damage)
short short super = 55-72max
j.mk,mp,fp,super= 66-83-85max (doesnt have to be a crossover)
j.mk,mp,srk+mp,super= 65-81max (doesnt have to be a crossover)
c.mk,srk+lp,super= 59-76max (corner only)
mp,fp,srk+lp,super= 59-76max damage (corner only)
srk+lp,super= 54-71max (corner only)
fp,srk+lp,super= 65-80max (corner only)
fwd+fk,super = 69-84max (vs crouching OPP)
for maximum damage on the corner combos do them as you land. Dont cancel it. Corner srk combos do the decent damage plus, its easy to see the opponent jumping.
short short super is probably the best setup. Its fast and theres plenty of time to confirm for super. C.mk links for decent range BUT you CANT link off the tip of the foot. Fwd+fk works but theres time to see ken move forward. If you think the opp is going to block, just faint the kick and toss them. I find that the fwd+fk works best after a knockdown or a c.mk. You have to play the footsie game in order to get the OPP to block low. Who cares if they parry the shoto sweep. Just let them know that YOU WILL GO LOW. Thats when you hit them with the fwd+fk. Once you have a meter all it takes is a parry or a mistake by the OPP and its over. After a few good shinryukens, your OPP will back off and thats when you punish him\her with rush downs. Once the OPP knows you can land the shinryuken he\she is bound to fuck up. You dont have to land the super. Just make them think you are.
**how come I cant get the same damage all the time? example: c.mk will do 60ish at times then next time do 70ish.
**does the fullness of the stun meter scale damage?
I’m nots sure if this is old or not but its kinda weird. If you want to test this for yourself, put the dummy on stand in training mode,turn on attack data and mp,fp,srk+lp. Notice it will do 40 damage till you get to the end of the stun meter or you stun them. Once the stun is over, mp,fp,srk+lp does 31,33,36,38,40 damage almost randomly.??? it only happens in the round you stun them in. It will reset after each round.