you can do either. it’s easier after j.S add in my opinion.
i don’t think that was a mistake when clock did buktooth loop into j.A. but given how little the commentators have seen of high level doom, i can’t really blame them for thinking it was a drop.
his enders with cold star were really on point. i’ve been using repulsor to hit otg+assist, A beam, C beam into sf/lv3. his shit looks to have more than we saw though. i gotta remember to watch wnf this week.
If you get them to the corner you can finish with sj.S to spike them and then either do OTG Plasma Beamxx Air Photon Array if Doom is by himself, or the usual finisher of OTG H with assist xx Plasma Beam into Flame Sphere.
sorry to be so nitpicky but after the sj. S, do you land and then tiger knee the plasma beam or just dash down and kind of link the plasma beam while still in the air? (also, light or heavy beam?)
You have time to land, then jump and do Plasma Beam H without tiger kneeing. I prefer to do it from the air dash after j.:s: without touching the ground though.
^^If you do it that way, which I’ll agree is more stylish if anything, you won’t have access to Doom’s :f:+:h: foot dive again until he touches the ground. So you’re kinda out of luck for TAC combos if you plan on DHC’ing. Just a little something to keep in mind.
I never considered that. I mostly used it because the timing doesn’t seem as strict on it (and because it is stylish lol).
Can you give me an example of a specific situation in which this would matter? I usually DHC into Dante off of this, who is more than capable of continuing the combo, but I would assume that hitstun deterioration would prevent me from initiating a TAC anyway. Not that I don’t believe you, I just can’t figure out how to use what you’re saying.
Well, on a Phoenix team for one. Characters like Wesker also benefit from having another team member that can capitalize on TAC’s. It’s better to try for a 66% success rate mix up than a techable throw mix up. It may very well be moot for some teams, but it’s just a little extra something to keep in mind. I personally find it a lot easier to land an extra 400k if I still have the foot dive available.
Are you saying I can TAC after the OTG Plasma Beam H? If this isn’t what you’re saying, I’m not following or we’re not talking about the same thing. Lol
I’m saying that if you don’t land before doing the super and you proceed to DHC from air Photon Array(i.e., Doom doesn’t touch the ground at all), if you TAC into Doom later on, he won’t be able to do a :f:+:h: foot dive until he touches the ground.
I see. I was thinking you meant during the span of the same combo. Thanks for the tip - explains some confusion I’ve had in the past about the “inconsistency” of whether or not Footdive would come out after a TAC.
i like to TK the air PB anyway. Also, i recently started messing with Chris (Chris is one of those characters that seems awesome in training mode, but then sucks in an actual match). Anyway, with Chris’ land mine assist, Doom can end his combo with sj.S, land, call Chris, TK air plasma beam, land mine explode, grounded plasma beam, Sphere Flame. not really a big deal, just a little extra damage. and any combo that involves the land mine looks cool.
Great stuff. I’m starting to get this down, it’s definitely worth learning.
Have you been able to use st.:h: and :s: instead of st. and :f:+:h: near the end of the combo to squeak out a tiny bit more damage? If it’s even possible, it seems really tight. I’ve been trying without much success; maybe with a bit more practice I’ll get it.
how are poeple doing sj. f. H, sj. S mid screen? the S always whiffs for me. also, how do you add mid screen from a sj. S? I can only do it in the corner.
You’ve got to delay the 2nd j. leading up to :f::h:, :s: and it will cause Doom to be at an angle that can land both. I haven’t practiced sjohnst2’s combo much yet, but so far I’ve only been able to make it work on Magneto.
I have done it maybe once just now out of many attempts. Theres so much hit decay the next f.h five whiffs. You can do it if you start the combo with c.L c.H S ( no jump in).
I’ve sometimes been able to start with j.m f.h land c.l c.h S. Again difficult at the end.
Also the closer you are to the corner the more of a normal corner loop you can fit. Midscreen double dives eat hit stun.
If they land in the corner you can certainly do s.H S for more damage.
If you must trade execution for a little damage you can try this out.