umm if you are doing multiple reps, to do a consistent jhk into barrel, it helps to restand your opponent during the loop instead of letting them linger in the air… if you are trying to do only one like in my combo, do a j.mk first. The j.mk will give you a boost in the air that will put you more in line with your opponent. Wait for the second hit of the j.mk then do j.hk and immediately do item drop.dont worry about the j.hk hitting because you kinda have to input the item drop right when the j.hk hits and if you wait for the hit, you will miss it every time.(the j.hk will hit anyway, but just tell yourself in your head that it doesn’t matter so you wont worry about it)
Avery into barrel will restand if the first hit of avery hits in the air but the projectile part whiffs until after the barrel has brought them down. To get the projectile part of avery to whiff you need to be around equal height or a bit higher than the opponent when you press j.hk and immediately cancel to barrel. To get to that height you need to use one of the lead-ins for the barrel loop such as j.LP j.MK ->avery.
So I finally got my combo Kill on a trio team. The ToD only works on Cerebella, Peacock, and maybe Valentine. I’ll go ahead and post it because I wont be able to do it after the patch anyway.
NVM, I didn’t realise that those were techable.
ok so im trying to barrel loop, but im having a hell of a time to be consistent with it at all. the problems are:
trying this against painwheel.
j.hk xx m barrel:
either the barrel completely wiffs, OR it makes contact but doesnt bring down the opposing character. sometimes it works right but it seems to feel like the exact same timing.
it got a BIT more consistent when i started using neutral jump.
oh shit, i just had an idea, is it how high they are that makes the combo easy/hard? then that makes sense as im using cr.lk,st.mk (2) st.hk as fast as possible leaving no time for the opposing character to fall… yeah thats probably it now that think about it, gonna try it with a different starter and see how it goes.
any other tips wold be appreciated though.
-dime
shit, I cant get the barrel combos down consistently at all.
I’ve found its really 50/50 for me as well. Are you doing the j.lk j.mk j.hk xx barrel? ive found that if you replace the j.lk with j.lp you ll end up a little higher on the opponent. Also the link for the j.hk xx m barrel is tricky. its pretty strict but its doable with practice just do the barrel as quick as possible ive found lol.
Dont know if either of you guys are still having problems with it but i finally got it down to 100 percent consistency barring me just fucking up.
The secret is that ypu have to slightly dely the j.hk after the j.mk… The delay either lets them fall a bit or it lets double continue to go upwards from the j.mk… I cant tell. I just know that once i found the timing for the slight delay, the combo became beyond easy… Like undroppable easy.
Now i anticiapte problems from otg launchers since they are higher up in the air, but for the most part what i said works if they were on the ground when hit by the launcher. Hope that helps you guys cause i went from only being able to do one loop every 15 tries to getting it eeverytime in the space of 20 minutes once i had the timing down.
-dime
So with the changes coming to IPS with all normals being the same no matter crouching or not, how will the double loop continue? cause most of the time you just continue with a s.LP or c.LP but since those are the same in the new IPS what other normals come out fast enough during the restand to continue? Im currently trying it in the lab but havent found anything yet. If anyone knows a way around or im just dumb please correct me!
EDIT: Found that the her cr.LK seems a good sub but the timing is a little more strict compared to just mashing s.LP
^^^ the combo can continue with st.mk or cr.lk or cr.mk… all tougher links though…
anywho… after i thought i had the barrel loop down… i tried it against other characters and it wasnt working… mad frustrated so went back to just playing “scrubble” after being in the lab i finally found the most important thing in the combo… well the 2 most important things:
after the launcher you have to do j.lk or j.lp as fast as possible to stop the opposing characters upward momentum… no problem when starting with j.lp… but hard as fuck when using j.lk… unless you know the trick:
during the ground series… for WHATEVER FUCKING ANNOYING ASS REASON… you have to delay the launcher as much as possible… doesnt matter if the opponent is juggled by the launcher or if they are grounded… just make sure to delay the second st.mk AND the launcher following it… if you do that you can even start the FIRST loop with j.lk VERY easily.
the only way to explain this is that the launcher hits meaty… thats what it feels like anyway. for whatever reason when the launcher is done delayed… the next jump attack directly proceeding it comes out WAY faster… meaning it hits lower, meaning that the opposing character wont be so high in the air when the j.hk xx barrel finally connects meaning that avery connects the correct way every time.
so yeah, delay the launcher and you are golden… even makes the j.lp loop starter have more frame advantage once avery connects so that the prepatch combos will be easier… the longer it takes avery to hit, the more frame advantage double is at.
-dime
Hey Guys, sorry if this seems pretty remedial and not Combo-thread material, but I figure the most active thread = most likely to get a response.
I’m having an issue with some barrel loop stuff and I’m wondering if anyone here can repro it/tell me what I’m doing wrong.
My combo starts like so:
C.Lk + S.mk(2) + S.hk + J.lp + J.lk + J.mk + J.hk XX mk barrel + S.lp + S.mk(2) + S.hk + J.lk…
The bolded part represents where IPS sparks start showing up. Now, if I switch things up and start the first air chain with Jumping Lk, and the second air chain with Jumping lp, I don’t get the hitsparks (but then I lose J.lk opener for potentially other stuff). Obviously if I have a way around it, great, but I’m curious as to /why/ I’m getting it in the first place, so I don’t accidentally do it to myself somewhere else.
If this has been answered already, please direct me that way and that’d be great. Otherwise, thinking cap time?
It’s standard IPS stuff - you’re not allowed to start a chain with a move you’ve already used in the combo. To avoid triggering IPS, remove the jumping LK from the first air chain and just do jLP, jMK, jHK, barrel.
I was under the impression the restriction was you couldn’t start a chain with a move that you’ve already started a chain, which in this case, I’ve dropped the J.lp and would be starting the new chain with J.lk.
So I guess that answers that.
the bolded is were you’re wrong. you cant start a chain (ie any link) with a move that YOUVE PREVIOUSLY USED ANYWHERE IN THE COMBO, IF THE MOVE WAS COUNTED and the ips is currently at stage 5…
so basically you can only get around that in 2 ways:
you can do a move twice to start a chain if the first time you used it, it wasnt being counted (watched)
OR
you can do a move twice that was watched if the combo stage hasnt yet progressed to lvl 5
in your example you do a j.lk inside a chain that is already at or passed lvl 3 (watched) and then you do it again at a later time to start a chain when IPS has moved into stage 5… meaning you get the pink sparks.
you can use any move that is already watched even if the stage is lvl 5 as long as it is chained into. canceling into specials counts as a chain as well, for the special.
hope that helps.
-edit
i havent done that combo so i havent looked at the stages… but ill go into a bit more depth on the THEORY of IPS for that combo as a better way of explaining the ips… basically just another way of explaining the same thing:
lets assume that the combo that you use becomes stage 3 (or higher) at the first j.lp
now ALL THE MOVES that you use from then on are watched. so looking at your combo and assuming that once you hit THE SECOND LAUNCHER you are at lvl 5:
you can no longer start any chains with these next moves:
j.lp
j.lk
j.mk
j.hk
mk barrel
they will all set off ips if you were to use them to start a chain directly after your second launcher.
this leaves you with:
j.mp
j.hp
lk and mk barrel
to start the next chain with… its your choice.
if however you were to somehow use all those air moves during that second loop, you have no moves left to start another launcher combo even though you could still chain into launcher a third time… you’ve run out of moves to do in the air to follow it up with.
-dime
Cool. Clearing up that bit of confusion was the primary bit. For some reason, I hadn’t run into this with Painwheel for a very long time and lulled myself into a false sense of understanding. Double Combo practice will resume immediately.
How much damage is this revised-IPS combo you guys are doing inflict? I’ve been sticking with Shari’s combo which does about 6.2k without the bandwagon at the end.
Working on a post patch bnb, this is one of my ideas.
c.LK MK-MK HK jc
j.HP j.HK (only avery hits) land sj
j.MK j.HK qcb+MK land
MK-MK HK jc
j.LP j.MK j.HK qcb+MK land
LP MK-MK HK jc
j.LK j.MK j.HK qcb+MK land
c.LK MK-MK HK jc
j.MP j.HP land
MP c.HP dp+HK Car super
does 7300 in the current patch
Also think you could do something fancy with MP c.HP (restand) slide, c.HK (IPS triggers) into cattellites since a burst should whiff and you have plenty of time to set something up like a hitgrab for extra damage. Or maybe cattelites, make sure they get juggled then do car super; if they burst, the cat heads reset them, if they don’t they get hit for extra damage.
[media=youtube]OM3T3cyCf3k[/media]
Courtesy of Abelcru, I’m just going to leave this here
[media=youtube]w4Sux6LuyCk[/media]
Source: Twitter
Can somebody confirm something to me about chaining a cLK/LK from a barrel loop?
Is whether it combos or not solely reliant upon how fast you turn into a barrel after the avery? Or is there something else behind it? I hit it only 50% of the time and it’s frustrating as I can’t quite tell what my problem is.
I think it’s just a tight link. I have trouble with it too.
Got a question of my own. What are people doing post patch for combos starting off a throw? Turns out that with the j.HP nerf, my old throw combo doesn’t work on the lighter characters anymore, although it still seems to work against heavies. This is what I had been doing:
Throw, dash, s.LK, s.HK, j.MP, j.HP, land, j.LK, j.HP, land, j.LP, j.MK, j.HK xx Barrel, s.LP, s.MK, s.MK, c.HP xx Cilia Slide xx Bandwagon Rushdown