@@projectikaruga Thanks! I think those routes are some of the most important to learn, being able to take the corner off of that hit is huge for turning the tides of the game.
All of these still work, but some are no longer optimal. After a DI, DF HK to Flash Kick is a better route. For a DP Punish, Stand HK to Crouch MP to Flash Kick would be better as Stand HP now does less damage in combos.
@@bugginout8602 so pretty much do the Stand MP with a neutral input, start charging down back as soon as you can, do the Back HP with Down Back, then do the flash kick. It takes practice but it is probably worth learning.
@@jedihacim Unfortunately for this combo I do believe all of them have to be perfect. Forward MP, Crouch LP into Stand LK into H. Flash Kick is probably the best conversion without a boom loop.
Man, your SF5 Bison videos really helped me a lot when I first started playing. I even thought about you and if you would like his new kit while rewatching his gameplay video.
Tbh I don’t regularly go for it for that reason. You need to time the jump in late to build a bit more space and it doesn’t work on wide character like Gief. Something like Jump HK -> Back HP xx P. Sonic Boom -> Crouch LP xx H. Flash Kick is probably the best route there.
Instead of standing mp into crouching mp target combo after the punish counter drive impact, it actually does more damage just to go DF HK -> Flash Kick
I think it's the same way you do cr.LK cr.LP st.LK flash kick. Charge partitioning. Like you hold the down charge, let go, hit HP and immediately finish the flash kick. You have like 10 frames I think to go from down to up+K and whatever happens in between doesn't matter. Impossible to tell from the inputs though because dude is spamming directions and buttons like crazy.
Hey, I've been trying to learn combos and stumbled upon this channel and wanted to ask about Combo 1; how do you build charge between 4MP > 4HP > H.FK? I can't seem to get the charge to do the FK.
plink the charge immediately after hitting the MP. should be almost instantaneous. the HP input will ignore the down command since its a target combo and then you can cancel into FK. the timing is actually not too strict for the cancel
Taken from a previous reply: “For Flash Kick into Level 3 (only works for Level 3), Charge with Downback, cancel a normal like a Crouch MP. Go to up forward and hit HK for the flash kick, then go to back, then forward and hit HK again to cancel it. It only works on a grounded connect in this game unlike Flash Kick xx CA in SFV.”
@squilliam5777 4 weeks ago I thought this was crazy, and then I realized you could JHK-HK->SA3 and do 4800 without it being too difficult, and then I realized you could drive rush combo target combo into SA1 or SA3 and can now do it consistently and I'm just...dang. This game's awesome.
2 things that helps execute this every single time. You should immediately hit down after standing MP. And as soon as you see Cr.MP confirm hitting then you Flashkick. If you don’t get 1frame immediately after standing MP. Flashkick won’t be there for you.