Hey I was trying this combo and I was having trouble with “M Tk (Feint),s.H” does that M TK feint actually hit like the H one does?
Yeah. Feint on hit for the M TK.
viper/strange/doom
tri jump C, M,H, thunder knuckle M~S, doom beam + M, H, thunder knuckle L~S, M, H, thunder knuckle L~S, M, H, thunder knuckle L~S, M, H, S, strange eye, j. H, j.H, j.S, H, S, j.H, j.H, j.S, seismo L xx qcb+AA DHC into mashed read a book
does 1,059,000 and loses only 1/3 of a bar. damage without DHC is like 901,000 with almost a meter gain.
of course, you can incorporate your own ender and 2nd assist as applicible (i know a lot of people at least use doom beam, so try this out!). It works everywhere on screen and goes from one corner to the other.
also, if you have another lockdown assist you can get at least 2 more thunder knuckles in the combo for making a total of at least 6 thunder knuckles in one combo! Hella flash, imo.
(i didn’t get enough time last night to keep playing with and manipulating this combo - it’s gonna drive me nuts at work all day now, lol)
This works on both Vaniljla and Ultimate. Requires just under one meter at start of combo. Must end in corner after the first Launch.
:l::h::s: j. :h: j. :h::s: L. Seismic, j. :h: j. :h::s: Air Ex Burn Kick, :s: j.:h: j. :h::s: L. Seismic, Burst Time.
This only works on opponent on ground. I also use this from an air throw in the corner but I start from the first Seismic. It’s probably not the best or most efficient, but with no assist, it looks cool.
@onikage. That’s what I thought. I saw it in that viper/strang vid in the combo section. I guess I need to just practice the new feints.
@waynehead thats actually BnB for viper (until I get the box dash/ground Tk series)
i’m not really new to fighters just new to umvc3(i played mvc3 for maybe a month?)…anyway, i’m getting around 845k using j.c, s.b, s.c xx m tk(feint), s.b, s.c xx l seismo, s.j adf j.c, j.s, s.c, s, j.c dj j.c, j.s, call jam session, l seismox2, ex bk, s, j.c dj j.c, j.s, l seismo xx burst time
sorry i’m bad at notation but anyway…is there a way to squeeze in more damage here? depending on if i fuck up the 2x seismo while they’re in jam session the damage ranges anywhere from 834 to 850 or so and it’s only a net loss of about half a bar? start with one, end with half but i’d like to break 900k doing this(i haven’t found a reliable way to use doom beam to extend my combos, i’m running viper/dante/doom at the moment)
thanks for the help in advance!
I believe this should work for about the same damage (using one less bar)
tri j.S, M, H, 236M~S, M, H, 623L IAD j.H, S, land, M, H, 236L~S, M, H, S, j.M,j.M j.H, dj.M, j.H, S, land jam session 623L, 6239L, 214H, 214AA
everything tested except ender, which SHOULD work and give around 860k
also if you’re starting with a bar, might as well put EX TK in the beginning
edit: forgot to mention that ~S is how I note feints
edit2: couldn’t get the ender to work cause I was fucking up the timing so I change to
dante, 623L j.H, j.S, 214H, 214AA and ended with 842K
will give this a shot, haven’t really messed with seismo feints inside of combos yet so i’m kinda slacking thanks a lot
seismo feints?
i was half asleep and read it wrong, apologies
What are some good combo extension with Jam Session?
I can’t say for sure, but I’m pretty sure it’s used more as a combo ender. I don’t think there’s any practical way (in terms of damage/difficulty) to use it to extend your combos in ultimate.
Anyone feel free to correct me though. It’s something I’d like to be wrong about.
Nope, in ultimate you can’t really use it because of the great assist hitstun holocaust. Well you can, but you’ll need to use EX BK, at which point your better off just doing Seismo>EX BK.
Jam Session is still good for setting up unblockables and AA (using EX BK as a confirm is much better).
The standard combo ender for Jam Session in Ultimate is Seismo>Seismo>(pause)>IA L BK>-/>214AA
IA? What’s IA?
Instant air. I could have or should have just used SJC, j214A
Yeah, I wasn’t sure, but I figured out how to do it myself. It pegged a whole 55K~ onto my combo!!! =O
/sarcasm
That being said, I need to find more ways to add damage to this combo of mine. I am only doing 1 TK cancel, so I guess I could start there. I’ve just been having trouble linking the H in after the second feint. <.<
What is your combo again?
Adding what you just taunt me,
Starter > HS > M.TK~S > HS > L.Sei.xx.IAD > j.HS > -/ > HS > j.H > dj.HS > Call Vajra > RSei[LL] (Vajra hits) x.JCC.x H.BK > S > j.H > dj.HS > Call Jam Session > RSei[L(Jam Session hits)L] x.SJC.x L.BK > -/ > Burst Time
RSei = Rapid seismo. Decided we needed a proper abbreviation for that. In brackets is the intensity (L,M,H), order and number of times of each. So the command for 2 light seismos, 2 heavies, 1 medium and another heavy would be “RSei[LLHHMH]”.
I would leave out the non-launch S’s at the beginning. When you only do the first it it does very little damage given the amount it will up HSD. If you leave them out you can probably get some jB’s in your first post launch air series.
Wow… ya know, it’s funny, I just sorta assumed there’d be no HS left to do j.M when I made the combo. Just tried my same combo with 3 during the first launch, and the 2 j.H in the relaunch connected fine. I’m going to try doing what you said and seeing if it lets me add some more j.M in during the relaunch by taking out those s.S’s.
Oh, and BTW, I just discovered that, after taking out the s.S before the M.TK, smaller characters like V.Joe flinch really low when hit by the s.H and the M.TK ends up whiffing. This might be a good reason for us to start using L.TK instead of M.