Are you responding to me? You definitely can, I just did. I can relaunch after the medium punch though and do jMK jHK and try to reset the exact same way again too (or go for the bucket to super).
I was making sure that you could relaunch before the techable bounce happened. I was just winging it prior to that since I don’t air throw as often as I should.
Ah, got you. Well, your intuition was spot on. Double clicked for me more in 2 hours than Fortune and Valentine in 2 days. She’s the first character I am actually capable of resetting with perfectly (meaning I don’t fudge my inputs at all before and after) more than 80% of the time.
I’m thinking her throw resets/mixups are really where a lot of her damage is supposed to come from. So if you have more reset ideas do post them up. Just remember that for the better damage a shorter combo works better.
Yeah, but longer combos give more meter, no?
For example cLK MK HK jMK jHK does 3474.
But cLK MH KH jLP jMP jHP LP MK HK jMK jHK does 3580. But I would think the 18 hit vs 7 hit is preferable due to meter gain.
The change in meter gain appears minimal at best. Between the two the first is easier and builds a little less than half a bar. The second gets about half a bar. You could also just do this:
St.LK/MK/MK
Slide
Cr.MK/HP
HK Hornet Bomber
…and still get half a bar and almost 4000 damage.
A dumb reset I accidentally came up with was launch, j.mp,j.hp, land whiff s.mk. If you time it right the mk moves you behind the opponent before they land.
I picked up this character for the ridiculous assist, but I found she’s actually pretty fun to play as a character.
Here’s what I’ve been doing for bnbs…theyre kinda junky combos but i haven’t seen people doing anything better (yet):
(against “heavy” chars like parasoul)
LK MK (2) HK j.MP j.HP land j.LK j.MK (2) j.HP land MK (2) HK j.LP j.MP j.HP land LP LP MK cr.HPxxHK Hornet Bomber
does 4-4.2k depending on if you can get the extra MK chain in the beginning and other places. With bionic car it goes up to ~4.6-4.8k
(against “light” characters like valentine)
LK MK (2) HK j.MP j.HP land j.LK j.MK (2) j.HP land j.LP (j.MP) j.HP land LP LP MK cr.HPxxHK Hornet Bomber
does ~3.8-4k, again depending on getting extra MK hits in, and 4.5-4.6k with super.
Hope thats not old or boring.
I picked Double up for the same reason, I was just using st. lk, st. mk, st. mk, st. hk, j. lp, j. mp, j.hp, st.lp, st.mk, st. hk, j. lk, j. mk, hk. item drop, bionic car. Clearly you’re a bit more inventive then I am.
I like this combo a lot and im gonna use it as a bnb but it can be made even better.
Using st.lk only reduces damage due to scaling so lets get rid of it. The stand version also does not hit low so meh.
And st.mk mk whiffs on crouchers and will also hurt our scaling due to the next change we are doing. You could hitconfirm of the first st.mk but that still leads to less damage.
Here’s what i’ve got so far:
cr.mk, cr.hp, Slide, cr.mk, cr,hp, HK Hornet.
Works on everyone (tested)
crouch or stand does not matter.
Does more damage.
4649 without meter on 1v1
5523 With car.
Starts with a low which helps since doubles throw is a real threat.
Full combo will connect of maxrange cr.mk.
This seems to be the best bnb so far for double unless ive missed something.
Guess I’ll share my Double bnb that I’ve been doing.
cr.lk, st.mk x2, st.hk, j.lk, j.mp, j.hk land (jump straight) j.lp, j.mp, j.hk land j.hp, j.hk land j.mk xx 214MK, cr.mk, cr.hp xx HK Hornet xx whatever super
Does 5356 give or take and looks hella swag. All the multihit normals that she has you just wanna bypass by pressing j.hk early enough for less scaling and enough time to do the rejumps.
This combo can be improved on for sure and it has amazing potential for resets. I’m gonna continue working on it and see what I can come up with.
After airthrow you can combo the same as after a ground throw. As for short vs. long combos, a good long combo seems to do more damage than any of the short combos posted.
For example, Faustian Logix’s slide combo does under 4k in 3v3, but lk mk mk hk j.mp j.hp rejump j.lk j.hp rejump j.lp j.hp lp mp hk j.mk j.hk does 4500 and sets up for an excellent reset situation. Ending with fridge mgun car instead of j.hk does about 5800 damage.
The most basic combo we have so far does as much meterless as some of the other insanely long combos do with meter. This game doesn’t reward you for being really flashy.
This is a great example. You don’t even have to put a lot of work in. I’m glad Shari expanded on the idea I threw out (I just tried this combo off the top of my head to prove my point, it was just before I went to bed) but I also want to point out that I use St.L to start combos for the fastest punish possible. But her Cr.MK has insane range anyway so you might be able to confirm off of a poke. Dunno, haven’t tried using the combo online yet.
I was also thinking of compiling all of this info into a video so that we could have a “Double Tutorial” for people interested in her. I was working on a really nasty reset before I went to bed too, but it involves a partner. Also a really nice corner combo from a throw. I was spilling new techniques all over my notes last night.
We definitely need more Double videos.
And remember people, use 1.00x damage.
Been working on making a good BnB for the last few days, guess I’ll post the one I came up with this morning. I’ve tested it on Peacock, Filia, and Double, and it works on all of them. Thought Double would screw it up, but it turns out that her weight let’s me get more damage since I don’t have to whiff the first hit of j.RH.
cr.lk cr.mp st.hk > delayed j.hp j.rh(2) v sj.mp > j.hp v j.lk j.hp v st.mp st.mk > j.lp j.hp j.rh(2) v sj.mk j.hp xx qcb+mk > cr.mk cr.hp xx dp+hk(xx super). Does ~5100 meterless, ~5700 with meter.
vs. Double the j.rh hits all 3 times and the damage increases to 5600 meterless, 6200 with Psycho Crusher.
If you have the execution to hit that as a bnb more power to ya.
I do intend that to be a BnB in the original sense. It’s a lot of crap, but it’s actually not hard to do. It can connect off of max range cr.lk cr.mp, and it works after throws(with a j.mk xx fridge or j.mk j.rh ender instead).
I made a reset, and a video, and I’ll have them both for you guys in a minute. I don’t want to call it inescapable just yet because I lack the ability to really test it, but if you can get out the window looks pretty small.
EDIT:
YT won’t let me save my description for some reason, so here it is.
[media=youtube]jQvhQEV7ImE[/media]
*I have a reset similar to this but it runs with Double solo so the reset is techable from her normal throw. So I decided to try to remove that particular problem. ANNOTATIONS!
Throw, Dash
Cr.MK -> St.HK
Jump
J.LP/MP/HP
Land
St.LP/MP
Call Assist (Cerebella, QCF + PK)
Reset
J.HP*
St.MK*
Slide (Back + LK + HK)
Cr.MK/HP
DP + HK
*You can omit this in place of a well timed St.MP. You get a smidge more damage overall that way.
I don’t cancel into Bandwagon because of a habit I have. The reset without meter nets you 7600 damage, but you can cancel (very quickly) after the DP into Bandwagon for about 8300.*
I’m stealing these. :tup: I never thought that j.HK would be so good.
What are you guys using to get in with double? Assists? j. HP? I feel like it doesn’t connect to often… Maybe I’m just timing it wrong and need to work on my jumping fundamentals.