No it’s so hard to do even great Paul players don’t use it that much. There’s only a 3-frame window to do it and your inputs need to be fast. It’s much easier to do after a counter-hit launcher than after df2. Also the recovery from df2 is slightly longer than what it looks like from the animation - that’s part of what makes it especially hard for that launcher. The reason it is so hard is that it’s not a single hadouken move, it’s the input to go into crouch dash stance followed by a left punch - the game reads it as two things because there’s a stance transition. And because it works that way you can’t buffer the punch and have to do the inputs after the previous move has fully recovered. This also makes it even harder to do online especially with a slow connection.
I think I’m gonna stick with the easier less optimal combo for now lmao. But I should learn how to do death fist from a run after a demo man wall splat
If the move is just not coming out, it’s because you can’t buffer the motion inputs. You can only start doing qcf once you are out of df2s recovery. If you are doing it too late, then just gotta go faster I guess.
@@UltimateBallaPOMbasically both Jin and DvJ (and maybe Kaz) can do their 3 moves by holding 3 and doing different inputs with 4 instead of timing 3. DvJ can do iWS3 by holding 3 and doing a ff > qcf4 while Jin can do 3-1 after running by holding 3 and doing back 4-1 after running
I would say its more about timing. I play on xbox and whenever I insta do it after df2, it doesn't even come out. That's usually also because I would drag my thumb from down to forward as a shortcut . But when I started feeling the entire quarter circle motion, basically making sure I dragged my thumb on d/f, it would come out. It's still quick, right after. I use to play on DS4 but converted to the XBox series controller.
It took me 2 hours of constant practice before it clicked. Timing is the main kicker, but the 2 things that helped me were: A) Waiting for my opponent to reach the apex of the launch from df 2--about 34-37 frames after the launch (it varies) B) Inputting qcf 1 as fast and clean as possible. And when I mean fast, I mean within like 6-8 frames after the apex. And I mean down, down-forward, and forward+1 within those 6-8 frames. And to be clear, you don't do the qcf 1 after they reach the peak of the launch; you do it as they reach the peak. By the time they start falling, you'll have the move coming out. Be sure you have the input history on so you can see what I mean. The number of frames next to the inputs makes it so much easier to dial in the complicated stuff. Hope this helps.
Try to make iws 3 and 3 elbows is not good idea through t8 ping 100ms and more, only reliable simple combos that always work. Paul, you know, he is like a cannon of 16 century, maximum simple, maximum stupid and maximum damage
If there's no walls nearby and no heat involved, is fff2 an acceptable ender? I also often flub up deathfist in critical moments so I've not really reincorprated it into my combos as of late, but if there's heat to burn, then yes i try to deathfist into heat dash for a bit more damage
Does anyone have tips how to connect que qcf1 after the launcher? I can do it like 1 every 10 times :( I would greatly appreciate help, and great content!!
Its a timing thing, and its different for each launcher so you just gotta practice it unfortunately. After df1 my practice session says that I wait 25 frames, qcf takes an additional 5 frames, and then it connects, but you have a couple frame variance. But the timing is much stricter on qcf1 into qcf1, I think the first has a two frame window and everyone after that is just frame.