The first one I tried:
cr.:l::h::s: sj. (2 hits) addf j. -side switch- j.(up) (2 hit) jf.:h:j:s: addf s.:h::s:sj.(2 hits both) sjf.:h:sj.:s: add s.:h::s: sj. (2 hits both) sjf.:h:sj:s: add…
538.4k damage, 1hit on every s.:h: OTG.
Both were performed with Doom in the corner but any other carry loop should work after this one. You could probably get a bit more damage on the second one getting both s.:h: hits, seems too tight to do it on the first one though.
What I experienced both of them have their place, first one being most optimal but the second one should be used if you get up too high after doing the after the side switch since you won’t be able to addf in time to catch them with the :l:.
I found a new version of the infinite. Not starter but rep wise. It’s really fucking hard though, but it’s definitely combo video material. One day when I get a capture device, I’ll make sure to record it. Hint: Each rep has a plasma beam
[media=youtube]Anfg2zAM3XU[/media]
It’s definitely harder than the corner one. I’ll put the notations in the infinite thread. You can corner carry with it, but I fucked up on the second rep.
So Im finally getting most of the corner carry combo, but the question I have is after 2 relaunches the opponent pops out when I otg them, am I missing something? For the record I do air x 2 :f: :h: :s: land dash otg repeat x2 and when I try to otg the 3rd time they just pop out.
^ Exactly - whiff the button you DON’T use during your dash - i.e. dash with L+M, whiff H - this ensures your whiff normal can come out as fast as possible.
I think this should be less finnicky. Here is my new down midscreen infinite. It seems much more consistent.
down exchange
j:l:j:l:j:m:(1):f::h:adf j:m::qcb: :s:j:m: j:m: (pause until you are above them) adf j:m: j:m: addf j:m:(1) j:m:(1) :qcf::l: (pause) link j :l: [(land) j :l: j:m: j:m::qcb: :s:j:l:j:l:j:m:(1) adfj:l:j:m: adupj:m:(1) addfj:m:(1):qcf::l:(pause) link j :l:]
Repeat in brackets
edit: I made a video of it. Sorry for the low quality
Because footdive is gay and doesn’t hit two characters. Doom Combo does 580 on the point character. It’s poor, but it’s the best you can do in a happy birthday.
Builds 2 bars for a guaranteed DHC to kill the assist.
Try OTGing with a TK beam I believe that should do more damage than the ordinary OTGs at the end of combos while still allowing you to get a standing :h: beam like in your video. Glad to see there are more who go for the Sphere Flame ender (with assists), rarely see it on streams even though it does more damage in most situations.
@Kenta, that looks really nice but wouldn’t it be easier to just st.:s: sj.:l:sj. (2hits) addf j.(2hits):qcb::s:…-land- :dp::h::dp::atk::atk: (Not sure if Sphere flame hits 2 targets properly)
This probably won’t work with thor beam but you could try
flight, call thor, air heavy/light beam, air light beam, js, land, air heavy beam photon array
@Kenta, Was thinking more for Dante/Vergil DT/Swords :d::d::s:/:qcb::h: > :s: >… Irrelevant though, as the the one you linked gives more damage/meter/stable duo to j.:h: and it’s more universal on top of that :p.