The way I get DP -> CA consistently

ryu

#1

Just figured I would post my method of cancelling DP into CA consistently, if you have a different way that works for you feel free to post it.
(assuming in a combo)
I do 5MP, 3HP, 6, 236HP, 236HP
(the motion is essentially as you press HP, you move up a bit then do 2 HP hadokens in a row)

(To read the notation look at your numpad, numbers represent directions on numpad, 2 is down, 6 is forward, 5 is neutral, etc)


Cancel Shoryu into Shinku Hadoken (Scrub Here)
#2

This is also how I do it


#3

I do that combo a tad differently: I’ll do st MP, then hold forward, then roll down to 2, press HP, roll back up to 6, press HP, then do one more 236+HP.


#4

Thats not the traditional easy way of doing it.

You just need 2 quarter circle type motions only. DP and one quarter circle forward gets you DP cancel into CA.

Just need to buffer the crouching HP with down of the DP.


#5

Could you possibly clarify on what this means? This is a problem I definitely have but I’m not familiar with this notation.


#6

Just read the top part for the numerical notations everything else is GG stuff:
http://www.dustloop.com/guides/bbcs2/systemGuide/notation.html

You don’t have to do the 6 after the 3HP, though. At least I’ve gotten by with skipping it.


#7

thanks for the info, I appreciate it


#8

I’ve found that without doing it I tend to get hadoken


#9

Same


#10

When I quickly input 5MP, 3HP, the game assumes I’m going for target combo and gives me the same result as 5MP, 5HP. Is there any way around this, or do I just need to learn the timing to delay the 3HP long enough to have it be read as a cr.HP?


#11

Can you elaborate, maybe using notation? Thanks!


#12

Yea sure. So basically the dragon punch motion counts as the dragon punch and also first quarter circle of the super.

DP into CA:

6 2 3 HP
2 3 6 HP

To add the CR HP

6 2 HP 3 HP
2 3 6 HP

This is the easy way to do it.

It works a treat with Ken as you can cancel his DP into super with a fireball motion with a kick.


#13

I’m struggling with this on the P1 side lol… I can 3MK xx CA quite easily on the P1 side, but I can’t 3MK xx FB xx CA properly nor can I 6 2 HP 3 HP xx CA properly.

Must hit the training mode more


#14

Is it impossible to get this by doing 5MP 2 HP 6 236 HP 236 HP?


#15

All these 5,6,2 etc. got me confused Lol. I’m having a hard time canceling the DP into super, I’ve tried doing the DP then immediately just doing a fireball so the first DP motion will buffer but I can’t get it to work. Without any combo before that what am I supposed to do? I mean if I just want to cancel the DP into super?


#16

The numbers correspond with directions – look at a numpad. 236 = quarter circle forward


#17

Yea I got that thanks, but still can’t land the DP into a super, I think it depends on how you’re crouching but I’ll have to test it out.


#18

So it’s a dragon punch then just a fireball and you get it consistently? I’m trying that but it’s not working for me.


#19

Yep. Thats worked for quite a few SF games. You probably aren’t doing it fast enough.


#20

623 hp doesn’t work which I have just tested extensively @KungFoo
It works if you end the dragon punch in forward though

The shortcut system seems to work this way: You need 4 inputs for a CA which are :d: :f: :d: :f: in that exact order.
In order to find the shortest route to the desired CA cancel, you just have to add the inputs that are missing somewhere in this sequence.

I found:
:d: :hp: :f: :d: :df: :hp: :f: :hp: to be the most input efficient cr.HP xx HP SRK xx CA

I’d like to ask @Eternal how the shortcut system works in detail though or if someone of you has a link or knows a sticky where I can read up the exact mechanics of this confusing-ass system.

Here’s a screenshot for the 4 inputs CA:

Spoiler

http://images.akamai.steamusercontent.com/ugc/285224644450365321/D2758F4165E9837DDE2B2A9BC6E25FDAF81A6054/

Here the shortest route in action (ignore the first forward input, that’s me walking up to the dummy and the punch on forward is me mashing):

Spoiler

http://images.akamai.steamusercontent.com/ugc/285224644450363756/99E5E22A8F8B597D5E7AD8E02A75555DE2264E89/

I couldn’t get to input :f: :d: :hp: :df: :hp: :d: :df: :f: :hp:cleanly without sliding over :f: on end of the srk motion in a speed where it should work.
But based on what I found about the input shortcut system so far, it seems like :df: inputs block CA’s completely unless you slide over to :f: shortly after :df: :hp: in which case the uppercut gets “eaten” and replaced by a CA, which happens often to me when I practice :d: :lk: :d: :lp: :dp: :hp: hit confirms.