[media=youtube]UtuS4U0fEy0[/media]
[media=youtube]EKyjNSTLB8s[/media]
Here’s mine. Sorry it took forever lol Mines is basically the same as Tomo’s just that I delayed the Rocket Skates and did an attempt with down and down forward. I failed though.
The combo starter to this is you do it twice, then do a float S. If you tag a random jumper with it, you should be able to convert into a S for a combo.
what song is in that video saitoryu?
Navi Customizer from Megaman Battle Network 5.
Oh yeah question. Has anyone found out that RR has a TAC glitch (not the infinite) but like if you hit j.H then skates down and hit the TAC like usual it still comes out. Keep getting it lol
[S]Newbie question since I’ve been victim of this so much:[/S]
[S]When RR comes in via snapback or just because my character dies, most people rush him down hard, and when you can escape, they chill out and run the hell away. I find that when people are on the opposite side of the screen, it’s hard for me to do anything useful. Especially if they have a projectile I can’t crouch under. Since I have him anchor, it’s even more harder because time is running out. What do you guys suggest in this case? If I try laying down a trap, I get caught in a beam super, or in the case of dante / vergil, eat a stinger from 75% of the screen away.[/S]
Putting this in the right thread.
spitfire goes slow enough that if they stay fullscreen, you can burrow, and cross them up before the fireballs hit them.
Wow, I am all sorts of dumb today. I’ll repost the question in the general thread. Ignore it here, since it’s a combo thread.
From about jump height yeah, but much higher and that wont be easy
What are the inputs for the bolder trap loop? it is HKD in corner SRK M (Bear Trap) xx QCB L xx [dash forward xx S xx QCBU L] repeat?
Yes
Thanks! I’m having some trouble with the loop after about the second or third trap, any tips or do I just need to practice more?
It takes practice and rhythmic muscle memory. There is a simple rhythm to it but the timing makes it crucial that you hit it just right. Practice practice practice.
sooo whats racoons best combo from midscreen with instant overhead S/M or C.M?
bouler loop. Good luck with that lol
First post really needs to be updated.
The normal midscreen BnB is generally hitconfirm into launch > j.MS or j.HS > land bear trap > log trap > rocket skates forward > s.S > j.MS > land bear trap xx Rock ‘n’ Roll.
Looking at some new combo potential with RR in the corner and a little midscreen. And there’s some benefits to using float canceled j.S instead of going into an air series too, I never knew.
This new stuff puts oil bomb to some work without using the two loops he can do with its air explosion; or the explosion at all. Kappa
Mkay.
c.L, c.M, c.H, S, j.M, j.S (substitute for float j.S for better scaling), bear trap, oil bomb, S, j.M, j.S, s.H, S, DP assist (used here is Joe’s), (delay until just before peak of SJ) rocket skates down, j.S, s.H (or f.H), S, sjc log trap, dash back, S, sjc log trap, spring trap or rock&roll depending on your team composition. I have Joe in second and Arthur in third here. DHC from spring into Six Cannon for a knockdown, DHC into Arthur powerup super, pull them onto it…etc.
Finding things less stressing on execution and muscle than boulder looping is definitely a good thing I’m figuring out. Boulder loop is really easy to drop, and if they don’t neutral roll or roll backwards (NOOOO GOD, GOD NO, NOOOOOOO) you’re probably gonna get your raccoon ass eaten out. I mean tail. That’s fucking sexy.
Just an example. There’s more stuff I found but trying to make sure it actually works.
I think I’ve finally found the optimal Raccoon BnB…
Raw tag and let someone else do the combo instead
[media=youtube]parZMMeNMlg[/media]
Edit: Notation and a couple other setups that don’t use any bounces:
Pretty much anything > S (jcf) j.MS (land) Rocketskates xx dp+M, dp+L (delay) cr.M, st.H xx qcb+L
Near corner > S (sjc) (delay) j.MHS (land) dp+L (delay) st.H xx qcb+L
Throw into corner > Jump qcf+L (land), f+H (delay) S (sjc) (delay) j.MHS (land) dp+L (delay) st.H xx qcb+L
Net trap or Level 3 > Rocketskates, dp+L (delay) st.H xx qcb+L
The boulder trap at the end is always optional, but you may as well do it for the extra hit.
Very nice. Can’t believe I didn’t think of that. TIME TO LAB. Kudos to you good sir.