Boomerang Super and You! - Meaty Round Harvest Setup Discussion

Yes it is. The reason is because otherwise they can roll out of the corner, which negates the setup. It’s very difficult to still setup an unblockable on someone who’s being carried away blocking a Round Harvest.

exactly the problem that I keep running in to. that’s why i just go for the ultra most of the time.

It should go without saying that you shouldn’t be using the RH Unblockable on them unless it’s after a knockdown in the corner. Trish can carry someone to the corner off a hit from anywhere, and just throwing out RH’s during the neutral game is usually a waste of meter.

You can add Firebrand to the list. His unblockable works like Viper’s focus attack if you use Cold Star, and other lockdown assists might work too. You can also DHC into Luminous Body and get the hit with no assist required.

you can hard tag doom and feint footdives in their face while the RH locks them down
it just depends how high doom jumps before you hit S, it recovers instantly also so you can go low just as easily
oh doom, you silly

Edit: Jk, foot dive doesnt hit high (wtf)
he still has I.AD j.M

Easiest to do this unblockable with Wesker plus you get a top teir character with this.

I have done this with Dr.Doom the most. right before you jump and j. M or j,S call wesker out and he will do a low gun shot. This will make an unblockable plus doom can get a very long combo after this. Doom can also finish the combo with a bnb into his air super. if you opponent dies from this then you can dhc into round harvest and do it all over again. or for extra damage you can dhc into Trish’s high voltage.

So far i have been able to do this with Wesker with, Dr.Doom, Magneto, Akuma and I am currently trying to see if it works with Vergil. Any conformation on that?

I’m having a really hard time getting this setup to work with Viper’s EX Attack, they’re always just out of range when it hits. I see in most of the videos that they’re getting moves around a little bit, whenever I try to practice it, they get pushed completely to the corner.

Any ideas on what I should do to fix the problem?

the biggest problem is when the opponent takes the hit of the round harvest to escape. luckily a few characters can still kill the opponent even if they choose to take the hit.

i’m going to make a list of the unblockable setup with characters that can still kill the opponent or severely maim them if they chose to take the hit assuming the assist you’re using for the unblockable is wesker

sentinel:
if round harvest is blocked: call wesker, fly, frying pan…
if round harvest hits: fly, frying pan opponent down…

dr. doom:
RH is blocked: call wesker, triangle jump mp…
RH hits: sj f+h, s, air dash d/f m whiff, h, s…

wolverine:
RH is blocked: call wesker, j.l xx d/f drill claw, dive kick…
RH hits: jumping h into dive kick…

deadpool:
RH is blocked: call wesker, f+m overhead, h katanarama, chimichangas,
RH hits: sj bolo, h quick works, dash, s, sj forward h, s, land, katanarama, chimichangas, h quickworks xx gun super

akuma:
RH is blocked: call wesker, l or m demon flip, m followup…
RH hits: sj l demon flip, m followup…

dante:
RH is blocked: call wesker, hammer…
RH hits: sj/teleport into j.s/hammer

i havent tested out the other characters yet, but i’m sure spencer can do something like call wesker + zip into jumping s when round harvest is blocked and up zip line grapple into otg xx super when the round harvest hits.

Viper can do some serious damage also =0

so can a lot of other character. i’m sure zero have some crazy combo with the round harvest unblockable even if they chose to take the hit.

but seriously, i feel theres too much viper talk going on.

i dont think she can do much if the opponent chose to take the round harvest if she doesnt have an extra meter. with an extra meter, you can sj ex burn kick and re-juggle them.

without it, i’m not too sure what can she do. KJunk mentioned something about doing j.h into feint burn kick into something else, but i havent tested it out yet.

I play Trish/Sent/Wesk. For me personally, it’s too inconsistent for the RH unblockable to just fly frying pan plus it’s not an optimal start. You get MORE dmg plus it’s more consistent if you do fly air H frying pan. The Wesker gunshot doesn’t combo too well into anything else given the recovery from a blocked Sentinel air S (since most people see your flight and will block high, making the gunshot the actual first hit). The H chained into the S makes it so you will get the ground bounce guaranteed.

Since I didn’t really see anyone discussing it previously, let me give my rundown of Trish combos to set this up for my team. My blahblahblah’s mean ground chain or jump in of choice to ground chain whether it just be LMH or cr.M, cr.H s.H, it doesn’t matter. For the best damage, blahblahblah = air H, divekick, cr. M, cr. H, s. H
Mid to fullscreen: blahblahblah, launch, delayed M, delayed H, delayed S, wesker OTG assist, S, MMHS, backdash (although I see FC Jago do her downback airdash for the spacing, I prefer just ground backdashing), RH
Mid to corner: blahblahblah, launch, MHS (all delayed), wesker OTG assist, qcb H, st. H, S, air S, air S, backdash, RH
If you mess up the MHS too frequently with the mid to corner combo, throw in another M and just leave out the st. H since it can be difficult to get the timing on it consistently. This is just my usual BnB set up. You can go for her divekick relaunches in place of the MHS but then you absolutely have to leave out the st. H after the wesker assist. I generally try and avoid doing the divekick relaunch just because I’m not 100% with it online plus it can be tough to get her qcb H round trip to actually connect properly after so many air hits. Not sure if it’s just character specific for it being difficult but I know Dormammu falls out all the goddamn time for me. If you want to see it, here you go.
Divekick relaunch (corner only): blahblahblah, launch, M, divekick, s.LMHS, MM double jump MHS, wesker OTG, qcb H round trip, S, air S, air S, backdash, RH

And to address if the opponent gets hit, there are a few scenarios of how it happens:

  1. Incoming character hits them (hard tag overhead)
  2. Opponent hard tags and incoming character takes the RH
  3. They straight up don’t block and take it standing

These Sentinel combos are not optimal. Using his flight combos will get you the most meter as well as the most meterless damage (which is what I always strive for with this set up.) I’m just a Sent scrub and don’t know how to do them consistently, so I go for the basics

For Sentinel as the incoming character, 1 is the best, 3 is ok, 2 is the worst, all with respect to damage.
1)Normal Jump up S, st. M, S, MMHS, then some options
[INDENT=1]option a: L rocket punch xx plasma storm.[/INDENT]
[INDENT=1]option b: wesker OTG assist and go for an air throw mix up. I usually call wesker and use flight mode right away so it looks like I’m gonna do something, but then I just fly in and snatch them.[/INDENT]
2) Hardest scenario for me. Normal jump height S won’t hit and super jump height S generally won’t let you hit the ground in time to combo off the ground bounce. I’m sure there’s an easy combo to hit from here but I simply don’t know it. On occasion, I’ll get the combo but it’s incredibly inconsistent. Just use scenario 1’s combo.
3) st. M, S, MMHS, then into the options from scenario 1.

In general, I prefer option b over option a simply because it builds the most meter plus with Trish on point, chances are you won’t have a lot of meter to keep these set ups going so burning that bar for the plasma storm can be expensive, IMO. Sure, it’s escapable. People generally don’t take into account that all the RH hits will scale the hit stun a SHIT ton so a normal launch to aerial MMHS is going to be too much for anything else. Using option b more often opens up the meta of flying in with sent then quickly flying out with a frying pan but do whatever you want to make the mix up.

This is only like my second or third post onto the SRK forums so if my formatting isn’t pretty enough, let me know. I probably won’t change it but at least I’ll know for the future.

so i was messing around with trish/doom/wesker in training mode and after doing dooms foot dive loop in the corner, i ended the combo with j. m, f+h, s, air dash down, h air plasma beam xx photons and tried to dhc into round harvest.

it didn’t combo, but its a very meaty setup. i was able to tag doom back in, call wesker, triangle jump mp for an unblockable attempt.

i’m sure other characters can do the same with their super.

I used to run that team but i wouldn’t do that unless your photon super would kill the character, if the character is alive and has a doulble jump or anything that can help them get out of it, its useless, after photon super, if they don’t die i would just go into High voltage super to kill off the character and then set hopscotch and round harvest when they come in to do it all over again…

Don’t know if you know this but if you have ONLY 2 bars with Doom, you can team super when your opponent is in corner and Trish will use Round Harvest and you can set up the same unblockable without Trish even being on point at that moment

what am i doing wrong that the enemy can raw tag on wakeup before the boomerang starts to hit?

My guess is that you’re probably dashing backwards/tridashing too slow when you land, and the round harvest is not hitting meaty enough giving them time to tag out…

Far as I know the opponent can ALWAYS raw tag out of it. That’s the drawback of the set up. Of course they’ll be raw tagging right into the super, so follow up with a combo and make them have two characters in bad shape.

heres one for taskmaster:

rh is blocked:

low assist + jumping S

or

l sword master + followup, (opponents guard is broken) call assist mighty swing into air h arrow, assist hits, shield skills into whatever

rh hits:

h arrows, shield skill into launch into whatever.

Anybody know how to set up the incoming unblockable correctly? I swear I’ve seen it on stream but for the life of me can’t remember who did it. They used Round Harvest in the corner after a character died and timed it so the incoming character would be kept in blockstun long enough so they could tag in the character and do the unblockable. But I just don’t get how they did it because once Round Harvest hits the incoming character and puts them in blockstun, their in the air. But as Round Harvest goes on it pulled the character down the ground, and I think that’s the split second you could do the unblockable. Does anyone know what I’m talking about lol?

-EDIT- Sigh forgot about pushblocking. Never mind haha.