Wow thanks yeah I didn’t think of using a dash midscreen to get that flame carpet in, this is useful for me because i suck at the fly/unfly combo haha. Though often when I’m using just dorm he’s the only one left. I kinda like it too because the assist will probably be more useful for my rocket raccoon than heartless spire really, rocket isn’t too bad at close quarters.
Sorry for the nOOb question but, When I try to do:
s. H, H, S, sjf, M, M, S.
I can’t get out the second air M. I can hit M, S. How do know if I’m going too fast or too slow? I may have done it once, but not on a regular basis.
It’s a timing thing and dependent on the character. Generally you want to be below the character as you’re going up in the air, cause the hitboxes for j.:s: and j. are lower. A few characters, like RR, I find really difficult to get both j.s on, so I just resort to one.
So I have a bnb with Dark Hole assist that does better damage then the one in the OP.
s.:h::h: :dp::l: :h::h:~:a1: :qcb::l: :s: sj.:s: [dash] (SoV or OTG Hellfire -> Maelstrom)
I do the assist call almost immediately after the H, basically as short a pause as I can manage without hitting them at the same time. Very reliable once you get the timing.
That’s almost what i use with Dorm, I just add an H,H before your first S
Yeah their synergy is quite awesome. And Spencer can use Chain of Rebuttal almost as a pseudo-beam assist and his new move and new grapple cancel now make finishing combos much easier after a wallbounce. Sick stuff
Thanks, with correct timing and patience I can now do it on will. Now on to working with the rest of my team. (Doom and Hulk)
Alright, I was looking at some of the damage using Doom’s Plasma Beam assist on Ghost Rider’s BnB’s and…it’s absolutely useless…EARLY ON in the combo. Seriously, even though it may extend some of Ghost Rider’s combos a little bit, the scaling is so horrible on it, he might as well just have done the combo by himself. Later on in the combo, however, when Ghost Rider has done all he can but hyper, Plasma Beam works great.
For example, this combo:
s.:h::h:xx :dp::l:, (dash) s.:h::h:xx :qcb::l:, OTG :qcf::l: (2 hits)xx :qcf::atk::atk:
changed to:
s.:h::h:xx :dp::l:, (dash) s.:h::h:, :a1: Plasma Beam, s. :h: :h: xx :qcb::l:, OTG :qcf::l: (2 hits)xx :qcf::atk::atk:
Adds NOTHING to the combo and in fact causes you to lose a minimal 300 damage.
HOWEVER, changing the combo to this:
s.:h::h:xx :dp::l:, (dash) s.:h::h:xx :qcb::l:, :a1: Plasma Beam, OTG :qcf::l: (2 hits), s. :h: :h: xx :qcb: :l:, OTG :qcf: :l: (2 hits) xx :qcf::atk::atk:
For the plasma beam in this combo, I called the assist, did Ghost Rider’s OTG and then let Plasma beam hit. Scored me between 680K ~ 700K
The highest I got at this moment was 699, 500 damage, but I don’t know if I could break 700K yet.
I don’t know if throwing in assists mid-combo is something everyone has tried to do, or only as an ender to extend the combo, but I thought I might post this up and clarify in case there was anyone who does the former.
Oh. and for anyone who was thinking about using Wesker for his OTG assist, don’t. Using Wesker after a Chaos Bringer will always cause Wesker to shoot OVER the opponent midscreen, including Nemesis and Sentinel. In the corner, Chaos Bringer doesn’t cause enough hit stun and they get up before the shot goes off. You can use him after after a Hell’s Embrace or Conviction Slam, but if you’re using Wesker after Hell’s Embrace you have to do it ASAP. The window is very small and Conviction Slam’s window is only slightly better.
Here is a CORNER ONLY combo using Wesker’s OTG assist Samurai Edge (Lower Shot):
708,400 damage AT THE MOMENT (don’t know if I could go higher)
s. :h: :h: xx :dp: :l:, s. :h: :h: xx :qcb: :h:, :a1: Samurai Edge (Lower Shot), s. :h: :h: xx :qcb: :h: (dash), :qcf: :l: (2 hits) xx :qcf: :atk: :atk:
Changing :qcf: :atk: :atk:
to
:dp: :atk: :atk:, :s: got me 677, 700
I’ll post up anything else I find later.
No XF, uses one hyper but has a net gain of about .4 meter and does around 800k damage.
Using Dormammu’s Dark Hole ( :a1: ) and Nemesis’ Launcher Slam (the ground bounce one, :a2:),
:h:, :h:, :dp::l: , :h:, :h:, :qcb::l:, :h:, :a2:, :s:, sj., , :s:, land, :a1: (dash/kara M) :qcf::l:, (dark hole hits), :qcb::l:, :qcf::l:, :qcf::2p:
Notes:
- If you’re near the corner, replace :qcb::l: with :qcb::h: for more damage.
- The S after Nemesis’ ground bounce needs to be done almost immediately, and the M, M, S after the super jump needs to be done without much delay, else the S will whiff
- After landing from the super jump, I personally hit +:a1: and then quickly do the :qcf::l:. The kara properties of the standing medium are perfect and are a lot easier than dashing.
The end of the combo gets kind of tight, but I’m able to get it consistently. Haven’t tested it with hitting with a j.S first, though. The main thing here I think is the ability to take advantage of a launch mid combo and still use both assists, and to take advantage of both wall bounce and ground bounce.
very nice! also after you do the last :h:,:h: instead of :qcb: you can also use :qcb::l: > :qcf:+:l:,:qcf:+:atk::atk: to get around 658,300 with the use of a meter
You could also do the biker hyper and do the S follow up which DHCs right into Doom’s rising DP motion hyper. Does good damage.
Yup, it’s a really good combo, it can actually get a little higher in damage after the hyper if you mash a lot and let more Missiles hit, I think I got over 700K with it once.
Right now I’m messing around with Bike Super > DHC into a whiffing move > OTG > combo with other characters, it could lead to some really nasty combo setups. I have one with Ghost Rider+Doom that does 900K+ but it uses 4 meter because you have to whiff Doom’s Lvl. 3 for it to work. =(
Wouldnt it just make more sense to DHC into Doom’s level 3? I know you can DHC into Striders lvl 3 Ragnarok after the bike super S follow up (at least I know it works int he corner for sure) but I never tried it with Doom because I rarely find myself with 4 bars. I play GR on point with Doom in the 2nd slot and usually constantly use my meter on the level 2 DHC combos so I dont often find myself with 4 bars with GR still alive on point lol
Yes it would, that’s why I put a sad face. Ha ha! However, I think this is going to work well with other characters, I’m testing it with Nova now to see what I can get.
EDIT: Corner only:
:hcb::atk:+:atk: > Tag in Doom (whiff) > :s: > j.(2) > j.:f::h: > IAD:df: > j.(2) > cr.:h: > :s: > j.(2) > j.:f::h: > IAD:df: > j.(2) > cr.:h: > :s: > j.(2)(2) > j.:f::h: > j.:s: > IAD:d: > j.:h: (whiff) > :h:(1) > :s: > j.(2)(2) > j.:f::h: > j.:s: > IAD:d: > j.:h: (whiff) > TK j.:qcf::h: > j.:qcb::atk:+:atk:= 1,177,200 DMG, you gain enough meter to do the super every time, if you don’t want to waste the meter, then you end with roughly 1.3-1.5 bars.
^Yeah tag in combos after penance stare are great. Even if the raw tag hits it pops them up high enough to hit them with st.jab anyway.
btw I tested if Dooms level 3 actually combos off of GR bike and it works anywhere on the screen off of the S followup with the bike but the timing is very tight. You have to time it so that the opponent is just slightly above the ground as they fall for the lvl3 to hit. Striders gives you much more time because he runs slow forward and the hit box for it extends higher up.
i am not looking for max damage… i am looking more for pure zoning. I have been messing with ghost rider, sent, ***. Sent A1 is a slow full screen assist.
What assist(s) controls the screen as well as sent A1?
Also, the assist locks them into block stun (standing or cr. blocking) leading to unblockables.
many of the combos i see here are nice… but its going to be hard to land that first hit in high level play. also.;… GR gets OWNed by quick teleport characters.
As has been said before, Doom’s Missiles do an awesome job of controlling space and locking down. It also has great blockstun, as I’ve used it to dash in for Penance Stares.
As for teleporters…it really depends on who. Dante, Vergil, & Deadpool are kinda slow with their 'ports, so GR’s chains can smack 'em before they warp behind you if you time it right. Wesker’s only goes so far, so if you zone him right, you can appear where he pops up and make him “EAT CHAIN!”
Also, Hellfire Maelstrom punishes teleport spammers, so that can be a last resort if you still have problems with 'em.
Simple combo I do with Ammy’s coldstar assist. At the moment I run Ghost/Hawk/Ammy
anywhere combo
:h:, :h:, :dp::l: , :h:, :h:, :qcb::l:, :a2:, OTG :qcf::l:(timing is strict on calling the assist and landing the otg), :qcb::l:, :dp::atk:+:atk: or OTG :qcf::l:, :qcf::atk:+:atk:. If you end with Spirit of Vengence you can DHC into super scatter shot
corner combo
:h:, :h:, :dp::l: , :h: , :h: , :s:, sj., , :s:,:a2:, OTG :qcf::l: , :qcb:, :dp::atk:+:atk: or OTG :qcf::l:, :qcf::atk:+:atk:
Edit: So I tested the combos, if you end them with Hellfire Malestorm this is the damage you’ll get, if you end with Spirit of Vengence they do about 20K less damage
The one I can do anywhere does between 665-670K and builds 90-95% meter. The one I do in the corner does between 700-710K and builds over 1 meter.
I’m working on one with a team of Ghost Rider, Nova and Doctor Strange where I interrupt :l:Judgement Strike with assists:
So far, I’ve gotten 647,000+ (~63 hits) with 1 Meter:
:h:,:h:+Assist 2 (Eye of Agamoto),:qcb::l:, Assist hits, :h: , :dp:, :h:+Assist 1 (Centurion Rush), :qcb::l:, Assist 1 HIts, :h:, :h: :qcb::l:, OTG :qcf::l:, :qcf::atk:+:atk:
It probably looks cooler than it is damaging. My execution isn’t great, so maybe someone with better execution can expound upon this idea.
Basically, It looks awesome when you interrupt :l:Judgement Strike…
Edit:
I actually found it’s easier just to use Nova and more damaging:
651,600 (~49 hits):
:h:,:h:+Assist 1 (Centurion Rush),:qcb::l:, Assist hits, :h:, :h: :dp::l:, :h:, :h: :qcb::l:, OTG :qcf::l:, :qcf::atk:+:atk: