:f::h: is slightly faster to get out as Duck said but you should generally only use it if I see that your opponent is too far :uf:/:u:/:ub: to get hit by st.:s:.
Are you letting the st.:h: get 2 hits? the damage seems low for what the notations you are using.
You’re working way too hard on your mid-screen forward throw for not a lot of reward if that damage is correct. From my back to the corner on forward throw, my most reliable is:
[Fwd. Throw + dash over] st. (1 or 2 hits pending distance from body), :s:, sj. , sj.:f::h: xx addf, sj. , land, j. , j., j.:f::h:, j.:s: xx addf, st. :h:, :s:, sj. (2 hit) *, sj. (1 hit), sj. :f::h:, sj. :s: xx addf **, land, st. :h: ***, :s:, sj. , sj.:f::h:, sj. :s: xx add xx Plasma Beam
= slight delay between them
** = whiff a normal on the way down
*** = I don’t recall if you need to dash over to them at this point, I think you don’t
That’s a whole lot easier IMO, and roughly 520k as well (before plasma beam if I’m not mistaken). And just so happens to over lap with my standard combo as well.
Rokmode, really nice combo extension with the drones. Can you cancel that last S into an airdash down? seems a bit low, but that would help me a lot in my 2 assist combos.
If you super jump then activate flight I think it should be possible. I don’t think I’ve bothered trying it :(.
Just a side note on the drones assist. You can actually have any ender into the drones including 2 ms with 2 hits, but the issue is the fact that you are increasing the opponents height, so the height to add is much higher, making it significantly more difficult to activate flight, assist, plasma beam. It is possible, but it’s more difficult than ending with 1 m(1), which gives you a lot more time to do it all. I’m also working on some neat shuma/doom dhc combos that might amount to some zak firebrand/dorm dhc relevance.
Can anyone help me transcribe the Doom TAC exchange combo from 0:58-1:10.
[media=youtube]pA4x3M4Kcug[/media]
I got up to 1:04 (I think), the rest is confusing me a tad with all the added/needless airdashes.
side exchange, air L, air L, air M (1hit), air M (1hit), plasma beam L, H foot dive, ADDF, air M (1hit), flight, air M (2 hit), ADDF, air M (1hit)
Any help with correcting any mistakes I made and finishing the transcription is greatly appreciated. I’m not the greatest at transcribing combos, It’s really late and I have a headache as well.
What do you guys use as your go to j.:h: hit confirm from ~1/3-1/4 screen away? I end mine with a :s: after the :f::h: a lot of the time duo to being afraid to drop the jump loops
Hi there, I’m not sure if it’s been mentioned here before, but I’ve managed to come up with a side exchange corner TAC combo for Doom. It came about as I was trying to do MarlinPie’s side TAC, but just couldn’t get it down.
Here it goes:
I do the ADUF second as I find that if I do it last before
If you were to do the first rejump combo why wouldn’t you just do j.:f::h::s: addf st.:h::s: into two Clockwork loops [S]and the second one is just taking more risks for nothing gained, why would you even do that?[/S]
Edit: Didn’t read the sentence between the notations, my bad.
@ Kenta, I was referring to the second one as unnecessary/“risky”, missed the sentence between the notations. Looking back at my post it wasn’t clear which part referred to the first and the second one, my bad.
There’s really not much point in doing those corner tacs anymore. Everyone might as well learn the corner infinite. It’s not that difficult, and it’s just flat out more optimal than the corner tacs.
Well I always try to have more variation in my gameplay, so sticking to one particular combo tends to get bland, and that’s what I’m feeling with the TAC infinites right now. Last I checked all three sides lead to the same infinite?
I might be wrong about that, but with three TACs to go to, I can experiment with more stuff.
Derp, no one said you had to use the same infinite or infinite starter. There’s a damn thread I made for the infinites for doom. You can do whatever the fuck you want during each rep of the infinite so long as you end with a jumping light on hitstop.
I never said that, but what is the point of posting non optimal tacs when there are more stylish version of the infinite than normal tacs combo that are also more optimal? Doom’s infinite really isn’t even an infinite since each rep does so much damage. I don’t see how an infinite that does like 200k damage each rep ruins the fun in the game, but to each their own. For the record, it’s spelled maximization
I’d assume optimal meaning more damage, which I said I wasn’t really looking for. And I posted that as I wanted people to know there was an easier side exchange corner TAC for Doom. And yes, to each his own.