But I cant pull off more than a couple/three jabs before Im pushed away to try a special...
I guess 3hits is plenty of time to hit confirm - couldnt do it in two really (I know I actively couldnt make the decision)
Any tips gratefully recieved to link more than 2 hits especially from turtling/standing or even from air?...
ps3ud0
hit comfirming is exactly what you think it is and 2/3 hits is enough to decide whether its hitting.
kens bread and butter hit confirm combo's:
cr.lp, cr.lp, cr.lp, xx shoryu
cr.lp, cr.lp, cr.lp, cr.mk, xx special (the one i use the most)
cr.lk, cr.lp, cr.lp, cr.mk, xx special (slighly harder but the cr.lk will hit low)
cr.lp, cr.lp, st.lp, cr.mk, xx special (very easy but the st.lp will miss on some characters if they are crouching)
all strings can be started with a jump-in, all his kicks are good jump-ins though only lk/mk with cross over. you should remove one of the cr.lp from each string if you start with a jump-in to reduce the pushback.
the hardest part of the string is if you have to link together c.lp into something such as c.mk. practice the hell out of this part and the rest is pretty straight forward.
the special you use is up to you, fireball is the easiest and safest... i think even if its blocked you won't be in a bad position (except in a corner). dragon punch and hurricane kick are your strongest and best options if you can pull of your hit confirm combos near 100% but if you screw up the string (usualy the cr.mk link) then you are left wide open if you miss dp/hurricane.
i also use this as a crossover combo which is easy to hit confirm:
j.mk, st.mp, st.hp, xx ex shoryu