Yes
At first it was really hype, now itâs just something that weâve all seen before.
I need to get that infinite down, though.
Its still super hype when you see people do it live at majors
sooo
crLHS jL jfH addf crMS jL jfH addf crMS jLL jfH addf jM(2) (land, normal jump) jM(2)M(2)jfHjS addf sHS jM(2)M(2) jfHS addf - finisher
~670k before finisher
looks like someone already has done this, but a few things:
doing crMHS after one of the reps makes the normal jump part pretty hard
you can remedy this by doing normal jump jM(1)M(1) but it actually does less than skipping crH and doing 2 hits of jM
i havent had time to look into the actually max damage combo but i think itâs too hard (crLHS jfH starter)
Youâre talking about the Sehmehnov combo.
which one is that?
Is that the best midscreen combo, sehmehnov,? I find it odd that the OP only covers corner and corner-corner. So I assumed the Sehmehnov was the best midscreen.
Itâs the last combo in Duck Strongâs combo video, I believe itâs the best midscreen combo you can do as of now.
Someone needs to play with jl hfootdive, addf+whiff jl, land, standing s.
Might have some kind of potential to allow less hsd used before reaching the corner.
How is whiff l different from whiff m or h? Maybe Iâm missing something, but it just seems that much more likely to make contact when thatâs really the last thing you want happening.
Idk. I like whiffing L. Itâs such a dorky looking jab. I suppose you could. The l doesnât make contact anyway though.
I usually whiff j.:h: because my ground chain doesnât come out if I land in a certain state of j:m:/:l: and j:h: prevents that it seems, probably duo to the long start up.
I canât do it consistently but I feel that you have to delay your launchers awkwardly long after the second one otherwise youâll go under them, because of that delay and generally tight timing I donât think youâll get too much out of it.
[media=youtube]jAsUgHxWbsY[/media] i hope you guys like my combo
Any one tested sjc.:l:, :f:+:h:xADDF, land, :f:+:h:? Iâve landed it, but havenât adjusted to the timing. might be a way to do a repeating loop and minimize hit stun scaling. I like duck strongs combos except my assist donât allow for that ender and TK laser > fingers is not near as much. The best solo ender is s.:h:(2), :f::d::df:+:l:, finger lasers but requires enough stun.
Whatâs currently the biggest consistent solo combo off a c.:l:? Iâve optimized mine to this:
c.:l::h::s:, sjc.:l:, :f:+:h:xADDF, land, c.:l:
:h::s:, sjc.:l::l:,:f:+:h:xADDF,
(2), land, j.
(2)
(2), :f:+:h:, :s:xADDF, land (tri dash if needed), s.:h:(2), sjc.
(2)
(2), :f:+:h:, :s:xADDF/ADD whiff
/:h:, land (tri dash if needed), (corner)s.:h:(2), :f::d::df:+:l:, :qcb:+:atk::atk: - 850- 865k damage, 0.6 meter gain. 646k damage before hyper.
This travels nearly full screen, but you need to be in corner at the last part. Works in corner just the same. You can do up shot ender instead for slightly less damage and not reset option, but it is more consistent as the finger lasers must be timed to properly to get big damage (about 100k difference!). The other nice benefit is that c.:l::h: after :sjc.:l:, :f:+:h: does not screw up damage scaling with that added c.:l:, so you can use it to be very consistent with this part versus the harder c.
upon landing.
A thing of note is occasionally Iâll get weird spikes in damage (up to 900k!). I think that has to do with a the finger laser ending and getting a sweet spot that possibly connects the opponent with the hit boxes from the lasers shooting behind you as well as the 5 in front.
Anything besting this or any suggestions to make it full screen?
So far Iâve seen better hyperless combos, but require an assist to cap it off since only j.laser, j. finger lasers will work with hit stun scaling at that point and it does far less damage than the other hypers.
Youâre doing 90% of the Sehmehnov combo, might as well do that. st Photon Array can indeed hit with the lasers from both sides, itâs a bit character specific though. Try to only do 1 st.:h: and :l: Molecular Shield hit before the super since it wonât elevate them as much.
Iâm having some trouble getting this combo started. I can get up to :l: xx fly, [,
, :f: air dash ]x2, but theyâre always too low by that point to connect the rest of the combo. Any advice?
Iâm having trouble with the second combo in the video:
It seems if I do 2 hits on each sj.M, the subsequent foot dives whiff as the opponent either flips out due to HSD or something. Is there any way to ensure they connect? Itâs way easier to connect if theyâre already in the corner, but when I go corner to corner Iâm much less consistent. Do I need to super jump the tridash to s.H? Thanks in advanceâŚ
You have to delay the second j. a tiny bit so that Doom is slightly above the opponent if youâre not quite in the corner yet.
ah okay, I was doing the sj.MM as fast as possible, then delaying the foot dives. Thatâs about when they pop out, so Iâll try delaying the Ms. Thanks!!