A combo I like when you're not super close to the opponent when trying to punish is : forward MK, low MP, OD Sobat, and this could be linked with a level 2 Super Art When I just have one level and I'm close to the opponent, I go : low MP, OD Jus Cool + HK, delay and level 1 Super Thanks for showing me how to use Drive Rush in a combo, I didn't use FADC in Street IV because I couldn't pull it off, but it's a bit easier in this game. After watching your video I tried : OD Air Slasher, Drive Rush, OD Sobat and a Level 2 Super. It totally connects and works from full screen. Given that the Air Slasher will absorb a few hits and fill the screen, you can safely advance on a spamming Guile or catch any turtle by surprise by switching to a grab if you want to do it again. It makes you feel like Akuma teleporting. I'm absolutely adding this to my arsenal :p
forward medium kick is like 19 frames so it's only good for punishing DP or super, you can drive rush and get a combo for those. or stand HP moves you forward so that's good too
@@tehjargonz0r I tend to use Forward MK at a distance, never close, it catches pokers and the odd Dhalsim limb :D, but it's better as a punish! I like standing HP, I have been able to avoid some cross ups thanks to the advance!
Worth noting a few things 1. After heavy rolling sobat, when you’re +2 in their face I’ll do a two hit confirm and if it’s blocked you can go into the Jus Cool Sway as a mixup 2. Stand heavy punch into Machine gun upper after a punish DI is optimal mid screen, but I’m fairly sure that if you get one (or a wall splat) in the corner, it’s better to go stand heavy punch > Jus Cool launcher >heavy up kicks. If you want to spend meter you can do Stand heavy punch > OD Jus Cool launcher > Jus Cool launcher > Rolling Sobat/level 1/level 3
There's a really good combo to know with lvl2 going thru projectiles to combo into lvl 1 in the corner that I've used a lot. Awesome video thanks for the excellent explainer!
OH and one more thing, off of a DI punish, if you let them hit their knees, you can corner carry them from one side to the other into whatever lvl super you have available, I end up using that a lot. LMK if you'd like me to post something about it.
Dr to punish or drc off 2mp it's definitely better to go into 5mp 2hp 2mp into jackknife. Drc into 2mp 2mp heavy sobat is scrubby asf. Easy to buffer dr on 2mp and confirm the 5mp, and you're really solid even on block. Can even go into another 5mp if they block.
Thanks a lot for the guide! I am struggling with the combo at 3:20 though. Whenever I do MK and then try to do cMP, the cMP doesn't connect because my opponent is too far. I've been trying to do this for ten minutes and I just don't understand what I'm doing wrong.
Yeah that’s rough, I know the feeling. When you are knocked down you have the options of your OD flash kicks (you hold down then press up with two kick buttons) which is invincible and will beat your opponent trying to attack you or throw you, but if they block it they will get a big combo off on you. You can also choose between the options of blocking, delayed throwing, mashing buttons, jumping, parry/DI, depending on how your opponent is playing. Now when YOU knock the opponent down you want to get in and press buttons, jump attacks, or throws. Typically from most knockdowns it’s best if you do a drive rush so that you become close to your opponent and your buttons are more plus. The only thing you have to think about is ‘will they wake up DP’ and if you predict they will, just rush in as if you’re going to press buttons, but just block and if they dp you can get a big punish combo
If you do the super with medium or heavy punch there will be those notes, but the heavier versions make it harder to time, but with extra damage (and yes it is hard to time lol, at least for me)
If you hear me calling Dee Jay, Jamie, or JP, no you didn't
Great guide, good set of combos for almost all situations. Once I learn these I feel like I'm set.
Ay thanks, I’m glad to hear! Let me know how it goes, and if you find anything more or less useful
A combo I like when you're not super close to the opponent when trying to punish is :
forward MK, low MP, OD Sobat, and this could be linked with a level 2 Super Art
When I just have one level and I'm close to the opponent, I go :
low MP, OD Jus Cool + HK, delay and level 1 Super
Thanks for showing me how to use Drive Rush in a combo, I didn't use FADC in Street IV because I couldn't pull it off, but it's a bit easier in this game. After watching your video I tried :
OD Air Slasher, Drive Rush, OD Sobat and a Level 2 Super. It totally connects and works from full screen. Given that the Air Slasher will absorb a few hits and fill the screen, you can safely advance on a spamming Guile or catch any turtle by surprise by switching to a grab if you want to do it again. It makes you feel like Akuma teleporting. I'm absolutely adding this to my arsenal :p
forward medium kick is like 19 frames so it's only good for punishing DP or super, you can drive rush and get a combo for those. or stand HP moves you forward so that's good too
@@tehjargonz0r I tend to use Forward MK at a distance, never close, it catches pokers and the odd Dhalsim limb :D, but it's better as a punish! I like standing HP, I have been able to avoid some cross ups thanks to the advance!
Worth noting a few things
1. After heavy rolling sobat, when you’re +2 in their face I’ll do a two hit confirm and if it’s blocked you can go into the Jus Cool Sway as a mixup
2. Stand heavy punch into Machine gun upper after a punish DI is optimal mid screen, but I’m fairly sure that if you get one (or a wall splat) in the corner, it’s better to go stand heavy punch > Jus Cool launcher >heavy up kicks. If you want to spend meter you can do Stand heavy punch > OD Jus Cool launcher > Jus Cool launcher > Rolling Sobat/level 1/level 3
Stand heavy punch into machine gun is not the optimal mid screen DI punish
Cr. Hp, Cr Mp>light machine gun punch does more damage
Didn’t know you there was a light that combos into heavy sobat. You’re a life changer bro. Thanks :)
I don't know what the move's actually called, but calling his flash kicks heyheys cracks me up :D
Thanks for the guide!
Jaccknife kicc
Jackknife Maximum aka “HEY HEY HEY!”
This is an awesome video to get started, adding complexity step by step.
There's a really good combo to know with lvl2 going thru projectiles to combo into lvl 1 in the corner that I've used a lot. Awesome video thanks for the excellent explainer!
One of the best guides of all time 😂
Lol I’ll take it
Great guide 🙌🏽🙌🏽
OH and one more thing, off of a DI punish, if you let them hit their knees, you can corner carry them from one side to the other into whatever lvl super you have available, I end up using that a lot. LMK if you'd like me to post something about it.
I like that theres some sf4 deejay in this verson lol
Dr to punish or drc off 2mp it's definitely better to go into 5mp 2hp 2mp into jackknife. Drc into 2mp 2mp heavy sobat is scrubby asf.
Easy to buffer dr on 2mp and confirm the 5mp, and you're really solid even on block. Can even go into another 5mp if they block.
This is very helpful thank you💯
great video thanks for the guide!
Thanks a lot for the guide!
I am struggling with the combo at 3:20 though. Whenever I do MK and then try to do cMP, the cMP doesn't connect because my opponent is too far. I've been trying to do this for ten minutes and I just don't understand what I'm doing wrong.
Same here
Great work, some awesome combos - how on earth do you do that combo at 6:50 ? I can never cancel drive rush, seems impossible! 🇦🇺🤙
Thanks man
What do I do on wake up or if my opponent is on wake up. I can never get the advantage?
Yeah that’s rough, I know the feeling. When you are knocked down you have the options of your OD flash kicks (you hold down then press up with two kick buttons) which is invincible and will beat your opponent trying to attack you or throw you, but if they block it they will get a big combo off on you. You can also choose between the options of blocking, delayed throwing, mashing buttons, jumping, parry/DI, depending on how your opponent is playing.
Now when YOU knock the opponent down you want to get in and press buttons, jump attacks, or throws. Typically from most knockdowns it’s best if you do a drive rush so that you become close to your opponent and your buttons are more plus.
The only thing you have to think about is ‘will they wake up DP’ and if you predict they will, just rush in as if you’re going to press buttons, but just block and if they dp you can get a big punish combo
How do you make spawn music notes for the spe lvl 2?
If you do the super with medium or heavy punch there will be those notes, but the heavier versions make it harder to time, but with extra damage (and yes it is hard to time lol, at least for me)
@@mralberonenfgc but i dont now how to do it with the modern commands because for doing a lvl 2 its ➡️+⏺🔼 and i cant do an other command for do it
@@yode_307part of the cons with playing modern.
Can you add timestamps?
I'm so ass
i feel you bro
Real