Been trying around and huuuh you’re right oO I’m sure I hit the j.LP before at close range but now I can’t do it anymore :S
E: I don’t really get j.LK to combo by itself. j.LK>j.HK>combo works, but that drops me too far off for the continuation of my chain. I’ll stick with j.LP for now; whiffs at very close quarters but after a blocked s.MP it’s fine. Copying the HK/HP switch though ^-^ Looking into j.MP later.
It’s definitely unbelievably good as an Air-to-Air choice! But for Air-To-Ground the hitbox is just horrible.
What is the easiest infinite that can be done on assists? My team is Val/Fil and when I’m using Val and I get into a situation where the opponent dies and I can hit the assist, I will just corner-loop the assist until it dies (because IPS does not protect it). Right now I am having trouble coming up with something similar for Filia.
Does this work on all characters? Right now I am doing [lp c.mp hp j.mp(5) j.mk(2) a.dash j.mp(5)] but it’s a bit hard to do on Double. I’ll try out your loop later.
Yeah, they do. I actually avoid optimizing my combos per character too much because I prefer universal combos for max damage in happy birthday situations.
I agree, with the exception of Filia’s drill loop. I optimize that for every character, since it’s such a huge (and guaranteed/easily confirmable) damage dealer
The timing on this is important. You should be delaying it a little, and both hits of j.MK should hit your opponent in their leg/lower area.
Works: Parasoul, Double, Peacock, Filia, Cerebella, Valentine, Painwheel, Fortune Note: the above list is in order from easiest to hardest to land this combo on. Be warned!
High Damage Combo: 72Hits or 73Hits
Meter: 5
Works On: Cerabella, Filia, Ms.Fortune, PainWheel, Parasoul, Peacock, Valentine
Damage:10074 or 10150(1.0), 13096 or 13195(1.3),Death(1.75)
Inputs:
IAD>j.HP>j.HK>st.LK>st.MK>st.HK>qcb.HK(3hits=Midscreen | 5hits=Corner)xxqcb.KK,
g.dashxxst.LP>st.MK>st.HP>j.LK>j.MK>j.qcb.Kxxj.qcb.KK,
st.LK>st.MK>st.HP>j.LP>j.MK>j.qcb.Kxxj.qcb.KK,
st.MP>st.MK>st.HP>j.MP(All Hits)>j.MK>j.qcb.(LK or MK)xxj.qcb.KK,
dp.HPxxdp.PP
On Painwheel, Cerabella, Peacock, and probably Umbrella too, the use of IAD> j.HK will cross-up. You can combo with a cr.LK,st.LK,cr.LP, or st.LP afterwords and you could anywhere between 1000-9500 Damage with in and out of training mode. And it has been tried and tested, by me.
No, it works on all cast when they’re crouching, but it works on PainWheel, Cerabella, and Peacock always so you cross them up with it quickly. But while i was in training mode yesterday i found out that if if you Semi-IAD> j.HK you can cross-up everyone but a standing Double.
EDIT: The IAD>j.HK can cross up everyone but Double, and a follow-up for it would be,
IAD>j.HK>Hairball>Gregor Samson>whatever>the>fuck>you>want
The IAD>j.HK can cross up everyone but Double, srry about that, and a follow-up for it would be,
IAD>j.HK>Hairball>Gregor Samson>whatever>the>fuck>you>want,
because the follow up i stated before is false, the hitstun from the lonely j.HK isn’t enough to be able to get a st. or cr. LK or LP
If you’re going to use 3 meters to do damage in a combo, why even use a jump-in? Why not just throw xx Updo HP xx level 3 into drill loops? It also builds significantly less meter for the opponent (70+ hits is seriously in “give out 5 meters for free” territory).
well that because my combo is not that set-up heavy, and your combo only works in the corner while mine works everywhere. and i understand that 5 meters is an extremely long combo, and i only made and posted that combo for fun, not to ever to be used in battle, and that might just be one of the only combos you can use after the update that’ll do that much damage and not set of the infinite anti-burst system.
Starts with a jump-in HP > HK + 5 meters != “not that set-up heavy”
Especially when compared to a corner throw that requires half the meter. Filia has a shit ton of options that begin and end with corner throw; it’s actually quite practical, for more damage, better positioning, higher value reset options, less awarded meter, and more stylish than roach spam.
Random question: Why is nobody ever using cr.MP? It’s Filias highest damaging ground normal which combos into s.HP*.
The combo continuations afterwards have to be adjusted because cr.MP>s.HP pushes the opponent higher than s.HP alone does,
but so far when skimming through stuff this seems to be more of an advantage than a disadvantage because it allows for new crossunder setups.
Am I missing something crucial, do people just not like it for… whatever reason, or do people actually use it and I just don’t notice?
*Technically cr.MK is obviously more damaging (1001 vs 600) but due to multihits it’s not worth it (cr.LK>cr.MK>s.HP is 1697, cr.LK>cr.MP>s.HP is 1800)
I don’t see a point in using it until there are some cr.MP specific setups. You can cross under right off of a st.HP, and you have less time to react to it since you don’t get knocked as high into the air.
It just deals… more damage. People use stuff like cr.LP>s.MK>s.HP which isn’t character universal and deals 150 less damage than cr.LP>cr.MP>s.HP. Don’t see a benefit in *not *using it.