ah this is godlike i think i saw marlin doing something similar, is it possible to do dooms hard kick instead of rocks or is hitstun too much, id love to test but i gotta practice
you can hard kick but it gives less damage no matter what you do there. sphere flame does more damage the lower they are and you cant land photon array after hard kick marlinpie does the original, this is easier and more damaging ;D
now i need to work on the midscreen stuff. iv got like 10% consistency >.>
Anyone mind posting some good Air to Air or Ground to Air confirms such as the ones that Marlinpie uses?
air to air:
j.l, j.m, j.m, f + h, addf ( land), st.l, c.m, c.h, s
j.l, f + h, delayed addf, j.l (land), j.l, j.m (2hits), j.m (2hits), f + h, addf (land), st.l, c.m, c.h, s
j.l, j.m, f +h, j.m, s (land), tridash otg
Ground to air (not sure what you mean, like anti airs?)
raw s
st.l, f+h
The only situations to do those 2 is if you hit an airborne opponent with superjump addf m though, as you are grounded after that and they might be too close to the ground to do the air to air confirms.
I would rather do an airthrow or the air to air ones than trying to anti air though.
Fast response. Ur awesome, Cranky.
Ty, and has anyone been watching doom face he has some pretty swag doom combos and that new combo video #4. All nice stuff that I plan to implement.
maziodyne prolly still does more dmg
Guys can anyone please help me iāv been trying to do the cloakwork doomās loob but canāt get the M to whiff after S footdive
Donāt try to whiff the all you need to do is hit :s: then quickly go to df press two buttons and either keep mashing those two buttons or after you click em just press :h: or
. Iāve never seen someone have trouble whiffing.
no i mean after S footdive even if i add i cant get up and relunch again
ahhh
oooh sphere flame does less damage on the higher up in the air they are? i had no idea about that, i usually use hard kick to time strider assist so i can add the beam super ender seems im losing damage on it, defo a tod now
Idk lol I picked it up pretty fast. So the trick is after the :s: do j:m: as fast as possible delay it so doom gets a bit higher and hit j:m: again then foodye foodye and the second you hit the j:s: hold df and click :atk::atk: and then :h: right after. Then trijump really fast and I think s:m::s: is the fastest way to otg into launch. I donāt know what more I can tell you. Once I got down the :df::atk::atk::h: I started doing it in minutes consistently.
OMGGGGGGGGGGG Thanks so much for the help i finally got it i luv u man ,my problem was that im just doing an add not Down forward really really appreciate the help Thanks again
Anytime.
so anyone have something for midscreen? i can do sehmehnovs combos but my consistency is less thenā¦wellā¦i cant do it in a match. i usually just do old doomface stuff midscreen, i need something more damaging while i practice sehmehnovs stuff.
easiest is three double dive loops. more damage is two bukās and two double dives. more consistent is one S immediate j.L fdive land, buk, two double dives. Sehmehnov versions after that are pretty much max damage while being consistent. Then you have midscreen maziloops that are showy, hitconfirm distance dependent and starter dependent, hard, and damaging.
Myself, I just use two buks, two double dives, and super into dhc or level3.
hmmā¦dive loops are too boring, doing them in matches makes me feel lazy. il do 2 buks into 2 double dives for the moment, guess ima be hitting the lab again. always fun to try and make new things with doom. thnx for the help
some combos i recorded. most are just stupid things for style, combos based on a certain move, etc. first combo is corner to corner but it has less damage than some other corner to corner combos, however this corner carry combo works on all characters very consistently so itās decent.
[media=youtube]cnelmHh24xs[/media]
the rest are x factor combos, if i used an assist itās xf2, the plasma beam combos are xf2, the rom-esque combo, butter gun combo are xf3
First of all, I like the massive amount of Mega Man X avatars up in dis joint (sjohnst2, TimTim, and myself). SynikaL gets props for his Marth av, too (cuz Marth is the man).
Second of all, shout outs to all the people whoāve contributed to this thread. I started working on the Buktooth loop, and itās the first time Iāve ever started to learn a combo in any Vs. game other than a magic series. I also really like the formatting for combos. Itās like a combo sandwich: You pick a starter (bottom piece of bread), your main combo (meat + filling), and your ender (top piece of bread). Very easy to grasp and experiment with.
Third and lastly, I need some help with the basic Buktooth loop. I canāt seem to do it with 100% consistency on any character other than Sentinel. Sometimes, theyāre too high up to be hit by cr.M. Other times, the cr.M hits, but the cr.H misses. Sometimes, theyāre really low to the ground and everything hits no problem on the first loop, but the second loop goes to pot. Is it really all about the j.M after the launcher hitting as early as possible, or is it something else? Should I just practice it on Rocket Raccoon every time so I perfect my timing? I assume if you know how to combo the smallest character in the game (with a combo that seems harder to do the smaller the hurtbox gets) and perfect your timing, then you should be good for the other forty-nine characters. I can record a video of me trying to do it, if that helps.
(I have questions about other stuff, but I figured Iād handle one issue at a time.)
the j.m has to hit relatively early after the launcher. The thing about the buktooth loop is, you can adjust your timing at any time to make sure the opponent is at the right height.
Like after the f+h footdives, you can delay the j.m quite a bit and do them very low to the ground, or after the first loop you can just wait for your opponent to drop down enough before you do c.m, c.h, s. This will make sure, that c.h wonāt whiff. The second iteration becomes a lot easier, if you launch them at the right height. There is nothing more to it, you just make sure to delay your inputs as needed for the opponent to be in the right height and the rest should be easy.