I would guess Painwheel could set up something similar with those charged up normals. Other characters could use assists for a similar effect.
Bella’s air :d: + :mp: is pretty damn cool, but sadly you can’t use it in combos except you can cancel into QCF + PP.
…don’t burst?
pummel horse scaling is terrible especially early in a combo. it’s not really as valid a combo tool as i’d hoped it would be (outside of CMVs), you’re better off trying to reset into it i think if you want to use it.
in the corner you’re better off doing launch xx excebella xx showstopper twice if you’ve got the OTGs left, or at least once if you don’t, in terms of damage.
midscreen i guess you need either run cancel loops and/or restand air combos which i’m probably just gonna snag from upthread because i can’t figure any out on my own. practically speaking most of my damage has been coming from merrygorilla followups anyways.
i’d imagine the best follow up to merrygorilla is like cr lk cr mk air combo to stand then ground combo in to the goat charge or qcf + lp xx qcf pp?
oh has anybody figured out how to score an OTG after qcf+pp?
follow ups to merry gorilla are pretty tough to get using the cr.l-m into restand. a fair few of the characters have funky hitboxes causing the cr.M to whiff unless you start with dash cancelling into the cr.L, which consequently makes it near impossible to get the OTG before the blue circle appears.
i spent many an hour trying to get this to work with certain characters (painwheel, fortune) before deciding it wasnt worth the effort.
Is my combo on page 7 any good? I never got any feedback or anything so I’m just wondering if it’s optimal for a midscreen combo or if there’s anything I can do to improve it. It can easily be started with a c.LP or s.LP x2 or c.LK which imo makes it a viable midscreen bnb.
I guess it’s fair since I posted it right after Persona’s combo video.
7312 damage meterless midscreen combo. [media=youtube]xkekOA3ZAFs[/media]
Very important to dash before the cMK otg. Timing is tight, if you don’t OTG quickly the blue sparks will come up meaning it can be teched.
j.HK, cr.MK jc ,j.MP ,j.HK (restand), s.MP, qcb LP+LK, (dash!!) OTG cr.MK, cr.HP jc, j.LP mash, s.LP, s.LP, s.MP, cr.HP xx srk LP+LK
In the corner it’s simple, midscreen I think it’s good enough to charge back as the super ends, then use the long run to close the gap and then mix them up as they stand. A throw follow-up can catch back and forward techs if timed correctly (since the direction auto-corrects) but is vulnerable to buttons. The goat head beats out non-invincible buttons. Kanchou is a bit risky but can work. 360 or the level 3 are also options, as well as just run…stop to bait supers.
I really really really can’t get the cr.MK link in time for the OTG, I’ve had to just do c.LK, c.MK. No idea if that works on all characters or anything though.
I don’t really like it though for a BnB because as far as I remember, c.MK is unsafe on block, so it’s actually pretty hard to hit confirm without the jump in or starting from s.LP x2 (but then it doesn’t start low).
Ending with s.HK into DP HP does more damage than c.HP into DP LP+LK. I get up to 7610 damage this way.
Could also probably do a run-stop loop or two at the end, but I’m too lazy to do this.
If you use LK or MK versions of Double’s Hornet Bomber, Bella can run and use the MK follow up for wallbounce before they hit the ground.
i just do a simple bnb into restand and stun. then i jab or light kick (which ever wasn’t used in the combo) and AA grab xx Grab super. it sure is hilarious.
I don’t have anyone to practice against at the moment, but does anyone think anti-air grab cancelled into 360 would be a useful option select for corner resets?
timing’s a bit different on peacock and probably painwheel too (haven’t actually tried it yet). it’s really easy on larger characters like bella parasoul and double
Simple question, does Diamond drop do more damages than Merry-Go-Rilla?
Facing the corner, Merry-Go-Rilla. Facing out, Diamond drop.
Forgot to say that I meant as an assist so midscreen or corner I can combo after both.
they look like they do the exact same amount, but my tv is horrible quality i couldnt say exactly, one might do like 20 more damage than the other
that awkward moment where ppl post at the exact same time making one person look retarded >.>
The move itself does equal damage, but Merry-Go-Rilla uses up the otg, so the combo will probably be shorter. How are you finding the command grabs as assist? I’m only just starting to work on team stuff.
i use the AA grab assist for my team (peacock/double/bella)
I see I’ll keep diamond drop then I guess. I want to keep the otg for extended combos.
Imo Diamond drop assist is pretty insane with Filia, not only the guy will have to block high/low and tech regular throws but he’ll also have to either jump to avoid the command grab assist where I can put air pressure and push the opponent in the corner or intentionally get hit into a combo to tech the last bounce and try to escape from the corner (In that case I’ll just have to summon Parasoul’s assist and backdash). And if they get grabbed by Diamond drop, free combo for me into a restand into either reset or super.
I love it.
So it’s probably most suitable for airdash based rushdown? Filia, Fortune, Valentine?
The anti-air grab seemed useful against Painwheel on stream.
Cerecopter probably also works for those rushdown characters, and I’m trying it out with Double for chip and lockdown.
What other assists are viable? s.MP is a pretty unique one, could be useful for stuff like Peacock’s lvl 3 or the big bomb super DHC into 360.