Double Combos

Well, I use an HDTV myself…

I wonder if MikeZ can tell us how to friggin link this consistently…

HK sjc
j.MP j.HP land
c.HP tag

Works (prepatch) in the corner with Peacock’s tag in and doesn’t use the otg.

Pa

Patch double jhp has way less hitstun so it may be impossible to combo into raw cr.hp, though i was able to combo st.mp,cr.hp from that combo you posted so it should still be applicable.

Maybe; c.HP is weird with the bounce height, but I figure there should still be some kind of setup for it. Double may be able to do the same thing as Parasoul with a dhc, corner carry, then raw tag to Peacock’s corner loops, and probably do it better.

The other thing I was playing around with was how to combo into teacup stagger, but couldn’t get anywhere. Then I realised there’s not a lot you can really do with that stagger, since it’s from a special move.

Haven’t hit the lab for ages.

8100 dmg (tested on peacock) corner combo, no otg, 1 meter.

c.LK MK-MK HK sj
j.HP (1 hit) j.HK land
qcf+HP
HK sj
j.MK j.HK qcb+MK land
MK-MK HK sj
j.LP j.MK j.HK qcb+MK land
LP MK-MK HK sj
j.LK j.MK j.HK qcb+MK land
c.LK MK-MK HK sj
j.MP j.HP (1 hit low to ground) qcb+HK land
c.MP(early) HP dp+HK(3 hits) super

Should work post patch, but I think the hornet bomber at the end would use the otg, so replace it with slide or something.

My fraudulent Double with week one combos:
[media=youtube]ZGON3eeQaqM[/media]

My fraudulent Double with week one combos:
[media=youtube]ZGON3eeQaqM[/media]

Not sure if I will get a reply but here we go:

  1. Does this work post-patch?
  2. what do the notes in the bold/italics mean?

Not sure if I will get a reply but here we go:

  1. Does this work post-patch?
  2. what do the notes in the bold/italics mean?

Well im so hype right now cause idk if someone discovered this yet but ill post anyways, this is a corner only combo Btw.<div>Did you know off of an airthrow double can still use her double jump!? this is had led to this:</div><div><br></div><div>Tested on Parasoul</div><div>Corner only so far</div><div><br></div><div>Airthrow, double jump, j.mk, j.hk qcb+LIGHT (important!), land, cr.lk, st.mk, st.mk, st.hk, jc, j.lk, j.mk, j.hk qcb+mk, st.lp, st.lp, st.mk, st.mk, h.hornet bomber xx car super.  (you probably could go for another barrel loop but i just ended it here for simplicities sake).</div><div><br></div><div>The first teacup is important as doing it with the barrel after the airthrow, youre too low to the ground for the barrel to recover so use that teacup! After that you can go back to using barrel.</div><div><br></div><div>EDIT: Jeez as well still in the lab, after a forward corner throw you can cancel into a jump and basically do a free combo as well so you dont have to use your OTG. As in:</div><div><br></div><div>Corner only, tested on parasoul</div><div>Forward throw, jc, immediate j.mk (do this is fast as you can and make sure it hits twice), j.hk, qcb+l.k (again the teacup is used because youre so close to the ground and you recover quicker), cr.lk… barrel loop etc etc etc.</div><div><br></div><div>These don’t alot of damage as their off of a throw but hey, theres a lot of creative minds in here that could probably find a way to maximize the damage so there ya go!</div><div><br></div><div>EDIT2: http://www.youtube.com/watch?v=HFLtpAxwNs4 video example.</div><div><br></div>