I was messing around, and I came up with this in the corner:
s.:lp: c.:lk: c.:mp: s.:hk: s.:lp: s.:lk: c.:mp: s.:hp: j.:mp: j.:hp: j.:hk: c.:lk: c.:mp: s.:hp: j.:mk: j.:hp: :qcb: :mk:
…I think this is the combo I was doing:P
I was messing around, and I came up with this in the corner:
s.:lp: c.:lk: c.:mp: s.:hk: s.:lp: s.:lk: c.:mp: s.:hp: j.:mp: j.:hp: j.:hk: c.:lk: c.:mp: s.:hp: j.:mk: j.:hp: :qcb: :mk:
…I think this is the combo I was doing:P
I have been messing around with tons of combos and resets, too many to post in specific but i have some things to bring up.
While the the spacing has to be just right, you can get j.hp j.hk (air dash) j.hp j.hk as a starter for massive combo damage. I’m trying to figure out some kinds of mix ups or safe jumps into it, as it would be impractical to just throw out. I’m pretty sure this starter does the most damage by far though.
Also, anyone else been messing around with using air dashes to reset combos into throw? You can get her spike ball into super after an air throw. She seems to have lots of possibilities for mixups and rushdown.
Nice combo, but jump in combos tend to be risky in a footsies environment. Probably want to omit that, since generally people just assume any combo can be started with a jump in.
Has anyone found a sort of anti-jump lock down assist for Filia so far? Somewhat similar to sent drones.
You can use Parasoul Corridor similar to how you used Psylocke in Marvel 2. The whole Air Dash over call assist still works pretty well. If corridor lands I typically do sj.HP xx adf , sj.lp, sj.hk land otg lk into whatever. Can get some major damage if you land a corridor against a cornered opponent.
Ms. Fortune has a pretty long reaching and invincible uppercut too.
About the locking down assist, you could use Cerebella’s Cerecoptor (dp+p?) or Double’s qcb + k
What exactly is a “Hard DP”?
heavy punch dp…
I figured this out like IMMEDIATELY after I posted it. However, SRK is being absolutely slow and just wouldn’t let me delete it >_>
Lol its all good
I’m thinking I’m just gonna run Cerebella on point with Filia running her hp srk as an assist. Bella is a beast and filia has some really good fundamentals, that and I haven’t run into another one yet, her move list makes her seem basic but she has some crazy cool setups.
Guys do most of the combos postef work? Seems that after the j. Hk the combo is immediately techable. Seems, alot of the combos are techable and Fillia will shine off assists.
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Yeah, we need things that don’t involve j.HK since its knockdown is (apparently) barely even there, unless the other player falls asleep and doesn’t do anything, or you’re in training mode.
After a normal launch, j.Mp j.Mk (both hits) airdash forward j.Mp ALMOST carries all the way to the ground without using a knockdown. Probably need to adjust the timing on it for it to be consistent, but it seems like her best way to “relaunch” so to speak.
I got so excited when I settled on Parasoul and Double as my team I forgot to mention this:
I may have gotten to work midscreen once, but accidentily, so it may not be this exact combo. For sure it works in the corner but I need some help fleshing it out. Also need a bit of explanation on the IPS
launcher -> j. lp. j.mp (let it go till near the end) air dash cancel -> land j lp .j lk land jab jab launcher -> I can’t get anything to connect after this.
I know I used jab 3 times but it didn’t activate the IPS, Maybe something like:
Opening (mike said first jumpin isn’t considered at all for the IPS right?)+
1st jab = free (where it doesn’t count). 2nd jab after air dash (counts), 3rd jab is standing so it counts as a seperate normal? (that doesn’t sound right… and from what I know shouldn’t work…)
Maybe i’m just remembering wrong and it did activate/ I did something else. I’d still like to flesh this out regardless of whether it activates IPS. Just so I can understand better how to create combos in this environment. Too many games I’ve been stealing other people’s BnBs I want to make my own for a change.
This does little damage. But I did something similar to this that did more damage. I’ve been trying to get it to connect but I couldn’t figure it out. so the jump loops are filled with lp and lk. I have no experience creating combos in this type of ‘vs series’ environment, so maybe someone can use this as a template and work out what I did before / something better. I’m pretty sure I got at least 2 more normals in the first jumping segment when I did this by accident. yes, I was in the lab, yes, the combo counter didn’t break. no, it wasn’t broken due to infinite detection.
Having some trouble chaining things after a jumping, for whatever reason j.lk(mp) > s.lp > s.mp > cr.mk drops after s.mp all the time but never if I just start with s.lp.
Elsewhere, anyone come up with some decent bnbs off of far s.mp starter? I’m trying to work some footsies out but I’m having a hard time getting anything decent without using meter early in the combo and I want something more realistic. So far the best I have for low meter usage is:
(a bit right of P2 start to corner)
s.:mp: > s.:hk: > cr.:lk: > s.:mk: > s.:hp:(sjc) > j.:lp: > j.:mp: > j.:hp:(ADF) > j.:lk: > j.:mk:(1) xx :qcb:+:mk: xx :qcb:+:2k: > s.:mk: xx :dp:+:hp:
Anything > c.MK > s.HP > j.MP > j.HK > c.MK > c.HP xx MP Spike xx Gregor > s.HP xx HP Updo - Easy combo
Anything > c.MK > s.HP > j.MK (2 hits) > ADF > j.MP (land) > s.LP/LK > s.HP > j.LK > j.HK > c.LK > s.HP > j.LP > Air LK Hairball > Air Gregor > HP Updo - With this I was just trying to look around for some relaunch options, it’s likely far off optimal but maybe it’ll give people some ideas
[media=youtube]aSO6BVU2bmk[/media]
Came up with a fairly simple corner combo. Does good damage with or without meter. 623PP seems to be pretty great for DHCs.
I posted my combo a bit back if anyone is looking for a reliable bnb. Also if you replace gregor samson with fenir you lose extra combo potential for extreme reliability.
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If you think you found a combo using OTG c.lk/mk/hk after j.hk, your doing it wrong. This doesn’t work when the opponent techs (watch the blue circle when she falls)
I WAS JUST ABOUT TO POST THAT.
Teching opponents: Making training mode champions useless since 2002.
Thanks for that. Yeah that’s new info for me. I’ve done some additional testing. I’ve managed to get c.LK to OTG before the blue circle comes out. I assume that would make it valid then?