thanks for the input, you posted some gud stuff. I didn’t get to post my combos as promised as I’m taking a bit of a break from this game at the mo. Promise to post when I play next tho.
PS EX Mallet smash is a great Pandora starter
I do: hcb+PP xx Pandora (Law) b.MP>MP, cr.HP xx qcb+KKK (does nice damage 500+ no gems 700+ with)
You can also combo into it from Law’s Shaolin Spin Kicks for an easier confirm (costs 1 meter more tho)
damn i cant thank everyone enough for helping contribute to this thread, i was playing around with her today in training mode and im slowly understanding her more as a character. i will post some tech that i find out, especially with the team that im going to be playing with her in it!
I’ve been messing around with the changes to EX Lynx Tail; she definitely can get some good extensions off the new knockback, but it’s wonky midscreen. This works in the corner no matter what:
c.MP, c.MP xx EX Lynx Tail, neutral jump HK, land, c.MP, c.MP xx HK Scratch Wheel
Good off of a jump-in or MK Mallet Smash, does about 400 in either case, and super can be substituted for Scratch Wheel if you need to kill. Still trying to find something worthwhile midscreen…
^^Yes, what you’re looking at is actually possible. F.mp as soon as you land, feels like a 1-2 frame link. And it’s possible to link from f.mp to st.lk. and combo into anything you desire. Seriously, I think Elena’s game is where it should be. What could make her oh so more perfect is if her Spin Scythe didn’t whiff while juggling.
And another thing, when AA’ing, I use her st.mp and buffer mk Mallet since both hits are cancel-able. I swear this catches everybody off guard as they land. Sometimes the Mallet will juggle them in the air but I’ve yet to see if cr.mp juggles too.
I don’t really see how this is useful, I mean yes you f.mp is fast enough to combo, but why not just do s.HK, s.lk xx whatever? I think I’ll be trying to spend time figuring out the optimal 1 bar combos for standing and crouching, now that EX Lynx is so different.
Edit: Speeding up slide also made [c.mp xx mk rhino horn, s.lk xx mk rhino horn, slide] much easier, give her that hard knock down.
No kidding, relearning this game after not playing it, I bought the DLC characters and swapped Paul for Elena (My team originally was Ogre/Paul, now Ogre/Elena) but since her air Fierce got reduced frames and her crouching strong got the range it should have, I feel I can deal damage with her without having to sacrifice too much meter.
I did come up with J.mp to J.hp, S.hp to S.hk, C.mp, C.mp, mRhino horn, S.mk to C.hp-----426 Damage (In the corner you can add a third C.mp and a Fierce Scratch wheel dealing a total amount of 444 damage.)
Impressive combo - I think you can add on a cr.HK after the Target combo at the end. Or instead of the target combo, you can do cr.mp xx mRhino Horn again and finishin with a slide.
Naw, don’t get me wrong, I’d never use that in a real match, but I posted it because I thought it was a funny discovery. Whether you try it out or not is up to you. Maybe use it for style reasons?? I can net around 400 pretty easily with it. J.mp>j.hp, f.mp, st.lk xx Launch by itself nets around 285, the sky’s the limit afterwards.
If you’re trying to find a consistent way to combo after EX lynx tail midscreen, doing an instant backdash and c.MP seems to work well. s.MK > c.HP is a little harder.
Also if after the move you just walk forward for a sec then jump with :hk: it will catch them in the air and connect with two hits and then you can hit them with what you like when they are coming down
Pretty consistent. If the EX Lynx Tail hits from the very tip, it’s a bit questionable, but you should be able to get it fairly consistently. Just takes some practice.