Hm, opponents could just be silly for me. Is it pushing them away? I cannot seem to get a Nade off fast enough like what you’re doing.
Just option select the nade on the last normal that hits. And yes it pushes them away but they can easily punish you with something like a cr.mk into whatever
ok maybe the extra height on the exchange into ex shockwave pandora isn’t necesary…
[media=youtube]V-QtO-O38jY[/media]! (@0:52)
I was also thinking that (and i apologise for not testing this first) charging up the shockwave could have potential.
- if a dude decides to interupt it with fireballs or get up in your face you can just release it. (no harm done)
- if a dude decides to jump in from a far you can release it as a quazi anti-air (maybe even get ex for the wall bounce)
- (what i’m really interested in) is that once the super releases, you might have free reign to throw full screen fb’s or perhaps even use the heavy thunderdrop…?
obviously this is moot against teleporters or maybe even wave dashers. and once people learn to block low on thunderdrops it loses its impact.
BUT STILL. still seems like cole may have a practical use for a fully charged special into super (not many characters can say they have that…) especially against grapplers.
Some interesting combo stuff, but I feel like damage scaling makes them inefficient. For instance, Cole does around 360 simply going c.mk to super.
Remember that some characters have invincible full screen supers that you won’t be able to do anything against if you do charge (Chun as an exemple) so it’s really risky. But if the guy doesn’t have enough meter to super then it might be useful, good ideas there.
Remember that’s because the guy was aiming for the most hits, and put in an awful load of lights that scale damages. If we do the same combos but without the light that are not needed then we’ll do big damages.
I am currently recording ranked matches videos, they will begin uploading shortly after. What you will see in them:
My new custom color for Cole (yay).
Less sloppy gameplay than usual.
Better blockstrings.
Two matches against a high ranked french dude using Rolento/Raven.
Corner pressure (is it called corner locking?) with Cole.
A pretty insane combo I made up while trying to escape from the corner o_O. Let me tell you that I was shocked when I did it. (Get the pun?)
A trailer for the combo guide (if I manage to correctly put text and music correctly.)
I’ll post it in the video thread when it finishes uploading.
Cannot wait to see them.
Unfortunately I’ve started using Cole a lot less, and I’ve actually been winning matches. I hope to return to Cole, especially since I have a plan for a Vega/Cole time out/spamming monstrosity, but as I am learning about pokes and punishing and reliable offense, it is nice to be playing characters that actually have those things. I feel like I cannot do well with Cole until I have a firm grasp of all the fundamentals.
So at the moment I’m using Nina/Bob/Howarang/Claw, and unfortunately none of the first 3 really have any synergy with the Lightning Man. Now I just need to find enough with Cole to make him an effective clock killer and not outclassed in all areas by Guile (except awesomeness of character).
Well I don’t want to force a character on anybody, play characters you have fun playing with lol. I’ll try to keep this forum alive as much as possible, even by myself. I’m currently working on a Cole/Ogre synergy video right now :).
Oh, I’ll certainly go back to Cole, even if I may not main him. It’s just I’ll be better able to work with a character once I’ve played other characters. At this point I just have a really good initial zoning/punish game, but once the opponent starts laming or they are weak and on the defensive I do not know how to capitalize.
Can we talk about Cole’s Roll Attack for a moment? It’s hard since we do not have frame data on it, but for a unique overhead this comes out very quick and has exceptional range. Even so, experimentation has seemed to indicate that even if you hit this move, you do not have enough advantage to do anything with it besides say “ha ha I popped you out of crouch guard for a second.” In fact, Cole may even be left at a disadvantage after landing it, which I think is prepostorous. Now on counter hits, I do believe it is quite comboable, but you cannot rely on getting those.
I do believe you can do something like Roll attack xx cross cancel. If it hits counter hit you’ll do more damages with your other char than with Cole, if you hit normally there’s a chance you can get a light attack (didn’t try yet) and if you hit on block well you can tag out Cole safely.
I’m using it mostly to AA vertical jumpers.
Oh and it’s extremely unsafe it it whiffs/on block without meter.
It actually does a crapload of hitstun on hit, after you cross cancel you can put almost anything. In the new video I just did you’ll see Ogre hitting with a cl.hp after roll attack xx cross cancel. The video has been put in the video thread.
So Cole cannot really follow it up himself unless it is a counter hit (jabs need to be tested), but you can tag cancel into pretty much anything? Good news indeed, especially since tag canceling in general is something I really need to work on.
I think I’m going to reach D+ with my “super” teams, then once I do (your grade never drops even if you go to 0 BP), I’ll be back on the Cole train. Woo Woo! I’m excited, after generally learning the game through people like Nina, my returns to Bob, Paul, and Hwoarang I’ve become noticeably better with them on instinct. I’m sure the same will happen with the lightning man. I’ll also edit the gem thread (needs some work on my part), and at least make the synergy topic.
After an overhead counter hit, you can do cr.mp or cr.mk into anything. Look it up on the combo thread, no meter part.
Good to hear that. I’m free this week and the week after (vacations yay) if you want to play.
I’ve seen some scary things today man, like Cole connecting his Heavy Kick on someone and then being supered in the face before he could react to block (Law did, Gief and Julia should also be able to do this).
Yeah, Cole’s s.hk is definitely his worst normal. It may have great range, but missing/hitting on block is suicide and if you do hit you’ll only be able to do a raw launcher (unless on counter hit, you can link a cr.lp (1frame link)).
Can his s.:hk: travel over low attacks? If it does I could see the move being implemented in to Cole’s footsie game to counter against things like Ryu trying to use his cr.:mk: to poke you for example.
I do believe Cole will get hit. Then again I didn’t try and almost never use that move in a match so I can’t really say. I’ll try it out in training mode today.
LOVE Jason Cole. Dude plays a mad Dhalsim. :tup:
Wh- oh I see what you did there.