I ran into this problem too and I think it’s because of how early you do j.MP after c.MK. I had to do c.MK and purposefully delay slightly before jump cancelling into j.MP, this makes them land closer. And heavier characters make this just much easier to do.
Go back a few pages, I answered this.
Many thanks Austin and Kajean. ;D
No problem, I’ll practice combos with you tomorrow if A:You have a ps3 B:Want to.
There are a few I want to get down as well (Namely that kanchou combo, even thought I think doing the BNB backwards is a better option now).
After testing this combo on filia and painwheel many, many times I am still unable to dash OTG c.MK without seeing the blue circle. Could I have a tip on the input?
the c.MK OTG is super unreliable+ character specific.
Not to mention that c.lk c.mk starter is not really hit-confirmable unless you do it from a jump in.
Wouldnt call it a “BnB” but its a nice combo, gives me some ideas to see if I can improve my midscreen damage.
So am i right in thinking its best to end corner /near corner combos with Titan Knuckle? Because i’m pretty sure you cant tech out of a slide hit, so they are forced to eat the corner mixup/pressure. This is assuming your regular combo wont kill them and you need to get in to do some more damage of course.
After Merry Go Rilla, watch Cerebella’s animation closely. When she slams the opponent, her feet leave the ground. As soon as her feet touch the ground again, that is when you dash. If you use double tap forward to dash, you should start it a bit early. If you press two punches to dash, just hit two punches at the same time at the moment her feet touch the ground. I have tested it on the entice cast and it works on everyone.
Ok, please tell me what a BnB is supposed to start with? c.LK c.MK is a perfectly viable bnb starter. It starts with a crouching normal chained into another normal. What more do you want? Whenever someone posts a combo starting with a jump in, people are like “you can’t start bnbs with jump ins!!! it has to start with grounded normal attacks.” so my combo starts with grounded normal attacks. fine.
The dash c.MK OTG works on the entire cast and it is reliable, I don’t drop it. Yes the timing is difficult, but it is reliable. I’d say a 2-3 frame margin of error. Sorry to rude but I think you just need to step it up and practice it some more. I don’t appreciate a legitimate combo being written off because it’s too hard for you.
So…Cerebella is a character I’d certainly love to continue learning, but I can’t seem to get ANYTHING to connect into her air command grab, Grab Bag. I’ve tried time and time again, and never has it once connected, leaving me at a disadvantage due to the recovery time. Anyone care to give some insight on using this move properly? I’ll laugh when I’m missing something painfully obvious…
Haven’t found much of a use for Grab Bag. Damage is nothing to write home about, it gets beat a lot, it leaves you at a shitty position on hit with shitty recovery due to Cerebella having to pose, and the recovery on whiff is huge.
That’s pretty much what I’d assumed, but it’d be nice to know a situation in which it could be used on the rare occasion that it could be used.
Well, there’s the burst-baiting tech Desk posted on his CMV so I guess it’s not completely useless.
I’m talking about personal preference but c.lk c.mk for one needs to be very close for the c.mk to hit, and one normal before the launch is not enough time to confirm to the rest of the combo on hit or LocknLoad/anything safe on block.
its starting with ground normals which is good as its better than jump-ins but a good ground BnB imo would start would something like c.lk c.mp c.hp>whatever, you get 2 normals as leeway to hit-confirm as opposed to a single c.lk in your combo.
Again nothing against you, just personal preference. Having my BnB as 1 normal into an unsafe launcher isnt something I’d want to rely on.
I tried the combo last night and I couldnt get the c.mk OTG on Valentine at all hence my comment. If you say it works though I’ll take your word for it.
I didnt say anything to “write it off”, its still a good combo but BnBs shouldnt be something that’ll drop so easily, especially when there are easier combos with the same/similar damage.
Ahh, nevermind about finishing on Titan Knuckle. You are able to tech it if you have already used up your OTG in the combo.
so i think i discovered a new normal last night with cerebella since i havent seen it mentioned on these pages yet. after a jumping HP, press (or mash) LP after it, and cere throws out a cheeky little kick which stops the knockdown animation of the jumping HP and instead puts them into a restand state. Bear in mind though i dont think it can be used reliably for that purpose since the hit stun is absolutely frigging tiny (although it is possible since i did it a couple times last night), i forsee that you could use it quite well as a reset tool though for setting up tick throws since you can just command grab as soon as you hit the ground.
it is also possible to do Cr.HP into j.LP-HP-LP-HP in the same jump in the corner, but the height is super specific as well so again i dont see why you wouldnt just do a regular double clap.
maybe some interesting tech could be found with this. Anyway, front page should be updated with the info.
edit: after further research, i have come to discover that this is actually just her jumping LP attack, which is actually a kick before the mashing part. i feel pretty stupid now…
I got it to work on Valentine as well, the only thing I have to routinely change vs her is to walk forward after a restand so that I can reliably hit her with s.MP
for a c.LK c.MP c.HP hit confirm, what are my options if the opponent blocks? Apparently, c.MP is unsafe. is c.HP safe? Can I cancel into any special attacks to make my c.HP safe? c.HP to Light Lock n Load a true blockstring?
With no record feature in training mode I can not reliably make the dummy do what I want, so I can’t test these things. I hope it gets patched in -.-
i dont believe c.HP to lp lock n load is a true block string, but you can still do that and cancel to super if they press buttons. i would like to say you can try for a command grab if your c.hp gets blocked, but thats only believe the people at my lvl of play get snatched up by it.
Um, I think I already get kill combos with Bella/Val. I’m just doing any jump hk at any position on screen into some basic 8.5k damage combo that ends in armwheel super, dhc into val just after the last hit of armsheel so that Val’s super whiffs, the opponent comes down from the last hit of armwheel and I get to pick her up with an otg into a 7k damage Val combo. I’ve been playing Valentine to hit with input delay syringe, but now I don’t even think I need that. Might not need any of the syringes at all, but I guess hit stun increase might be better just to squeeze out a few extra bits of damage? Hm.
s.MK and s.MP seem to be safe (no frame data to back this, but Parasoul can’t seem to punish them). So hit confirm with c.LP into one of those.
You can always call an assist to cover any blockstring. I think you can make cr.HP safe with either command run cancel, a tick throw (not really safe, but it’ll work), or level 3. You could always cancel into HP lock n load and go for the 360.