I’ve got em down 100% in training mode, but its hard landing clean hits so you can easily confirm into cr.L, st.H, F+H in real matches.
The teleport combos are actually very consistent though once you work the timing out.
I’ve got em down 100% in training mode, but its hard landing clean hits so you can easily confirm into cr.L, st.H, F+H in real matches.
The teleport combos are actually very consistent though once you work the timing out.
Whats a good flight combo that doesn’t require assists but is still damaging.
Try practicing hit confirming it. If the F+H is blocked do a dark hole. Go into training and set it to random block or whatever it is called. That’s prob the best way to try and get it down. I myself need to do this more often, I think dark hole makes it safe and gets you chip.
my regular Bnb is c.L, c.H, S, sj.H xx flight, sj L, sj H xx Dark Hole, sj H, sj S then you can follow up with otg into super or flame carpet into whatever. It does like +400k before they hit the ground while a regular 123 air combo only does 3 something. It’s pretty easy, just practice cancelling the sj H into flight mode and you can hit it all the time.
Thats not the problem I have with the dark matter combos, the problem I have is confirming a random j.S into the combo. Alot of the times you catch people in the air with j.s which makes it impossible to land a st.H, F+H.
When youre tri dashing around trying to mix people up with J.S you sometimes hit people in a way you didnt expect to hit them and its tough to make that quick conversion into a dark matter combo.
What do you normally do though? After a j.H or j.S I go straight into c.L then can go to a c.H or s.H
If your regular bnb is crouch attacks into launcher, just go crouch into H, f.H
The guide mentions after hitting an air H followed by air S on an aerial opponent, you can hit a cr. M when you land and then do the st. H, f +H.
I might start learning Sent mainly for the assist because it lets Wolverine go nuts and gives more horizontal scope to Dorm’s zoning, or maybe Wesker just for a more reliable 3rd. But I do like me some Iron Fist though hmmmm.
Tri jumping = super jump then d/f right? So if I wanted to do tri jump S, I would do super jump d/f~S immediately on the way down correct?
Yeah that’s it. Though I would personally recommend using tri-jump :h: rather than :s:, because :h: comes out faster and so you can be up and down quicker, using :h: you’re option selecting throw at the same time after the dash, :h: also has a better animation for hitting as a tri-jump against people on the ground because it starts low and hits better than :s:, and finally because you can just press :h: then
:h: to air dash and get the :h:.
That’s my opinion on them anyway, would anyone argue that :s: is better than :h: for that application? (Other than the extra 5k damage)
S looks like it hits more downward (judging from the animation) than H does. But yes, using trijump H is great for OS. I also think j. H has a bigger hitbox than S as well. I know people wonder about the hitbox of j.H.
Well I was looking at it before and noticed how S swings downwards but H starts with a hitbox at the bottom before swinging upwards, so that’s what I was judging it from. That and I remembered the PSVita hitbox pictures of his j.H and j.S accross their active frames.
What is your go to non-OTG combo? air magic series into OTG pillar into Chaotic flame, or are you doing something more damage?
^Look up the flight combo.
Launch, J.H xx fly, j.L, j.H xx L dark hole, j.H, j.S, land, OTG H pillar xx Chaotic flame.
magic series xx dark matter xx dark spell purification two dark spells
^^ that is an easy way to get three dark spells. don’t do it against a hawkeye that knows about, he’ll gimlet you.
btw : you can dark spell XX flame sphere!
magic series xx dark matter xx L teleport j.H j.S
^^ is the most damaging combo starter i can think of. i’m going to test tomorrow if you can walk forward after j.S and S xx liberation(1c1d) walk forward M S air series otg xx super
I have the hardest time dealing with spencers ambiguous zipline bs once he gets started. what can i do to shut this down? I was thinking a well timed uncharged purification but the risk vs reward is low.
It’s annoying. People say you can air grab him after you block the hit of the zipline if he is coming at you horizontally. Diagonal I think you cant really stop. Try Flame Carpet and just block high so he falls into it, that might work too.
I’ve been having trouble dealing with him too and tried Flame Carpet, but it only consistently works with your back to the corner. Other times, he’ll cross me up as he’s coming across. It’s maddening.
Holy crap, I never realised how good 2D1C is. Damage goes off the charts with that lol.
Edit: Using it my team can kill thor for 2 bars solo with assists. Pretty snazzy
That move is crazy good against people who rush you down non-stop.
Yeah thats his best anti air for sure.