Yes.
Yes, but there’s pretty much zero reason to use it in the corner, although everyone does anyway(for 1 measly hit too). How does stupid shit like that become the norm?
ah yeah, that reminds me. sometimes at the end of a corner combo, i OTG with s.H and try to level 3 but they just pop out… this just means i did the combo too slowly? and is this why some people do 1 hit s.M, to minimize the chance of pop out?
they pop out if u dont let the ST. H do 2 hits.
I’ve noticed this happens a lot against Dorm. It’s odd because the absolute minimum hitstun on a move is 4 frames once HSD is maxxed out and Doom’s time is 4 frames so it should technically never whiff regardless of how long the combo was. I think it has more to do with the wonky hurtboxes of some characters.
This. Also, it helps to wait for the opp. to land completely from the hard kd from the j.S, THEN s.M/s.H. That way they won’t be too high up for the super to hit in time.
PS: Is that “minimum hsd =4f” fact in the bible or something? It’s the first I’ve heard of it.
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I’ve tested the frame thing in Vanilla with Nos99 after capturing really really long TAC combos and breaking down the video frame by frame. Every move that doesn’t have a set minimum hitstun or other special property appears to be capped at a minimum 4 frames hitstun. Basically you can always cancel into a move with 4 frames startup or less regardless of how far into a combo you are.
Armor Piercer, Ryu’s dp, snapbacks, Proton Cannon and Doom’s Time all fall under this category.
Is there a video of the maziodyne loop? My opponent keeps flipping out during the 4th loop where I cancel j.L to ->+H
@synikal: make sure the lazer hits towards their head unless their huge like sent. then honestly i usualy just mash on M til i see it hit and cancel second into L plasma beam. its probably the part i drop the least.
does j.ll j.m build more meter tham j.mm or am i crazy? only does a couple thousand less dmg too
It actually does more damage when fully scaled and yes, it does build more meter.
You just gotta do it faster
So what is the optimized corner combo damage wise?
[maziodyne’s loop x 4] then[ j.mm footdive footdive] x 2 into ender
Isn’t there an updated loop from mazi’s and marlin pie’s remix of it might be even more damaging but I’ll stick to that.
BTW when doing dooms midscreen combo I can’t for the life of me do :f::h::s: and then dash df and tri jump. When I dash down he does it too slow and I can’t follow up its frustrating any tips on how to do it faster?
im not sure what the remix is it probably does a bit less the mazi loop is awkward as its all hitstun dependant just remember you cant do more than 4 and if start with a different variation dont try to do more than 2.
With the mm hs took me ages but its pretty simple all you want to do is:
hit the first M as quick as possible it will hold the victim at earliest/lowest height possible then
when you perform the 2nd M it will take Victor above the victim
then you go in and drop the foot footdieee and right when the S connects
like you would in the corner air air dash down forward with 2 buttons BUT
you gotta whiff a normal on ur way down preferably M then you will hit the ground
Rinse and repeat and take the GG’s
Yeah my problem is probably hitting the first m too late.Thx
my variant goes up to 985k… >.> and its easier. and faster. AAAAND you get to use st.H xx rocks
985 thats big money…vid/notations please this means i get i can get round 1.2m with strider and passionate mashing

lmao! it does 985k with ground photon array ender. starting with cr. L its around 950k
c.L c.H [S j.L (instant) j.6H ADD c.H] x2 S j.L (instant) j.6H ADD c.M c.H [S j.M j.6H j.S ADD j.H (whiff) s.H] x2 rocks into sphere flame or photon array
one j.M so you dont use up the last seconds you have of HS before rocks dont work. i usually use 2 one first rep and 1 on the second. adds a wee bit of damage. i dont have recording equipment and no one decided to read this earlier so no vid.