Flash Bash

Dan can combo his jab into he EWGF now so that’s a plus, but Amea still broke

Necropost!

Touch of death corner infinites!

The basics: land an unblockable in the corner that’s charged enough to cause a crumple state; dash cancel out of it to connect a single button that will wallsplat and allow you to charge another unblockable for another crumple. Repeat.

The reason this works seems to be that for transitioning into both crumple state and wallsplat, there is a fixed number of ‘startup’ frames that doesn’t change with combo gravity, allowing to apply the same loop over and over. The catch is that a character has to have good range on their unblockable, as corner pushback is huge; and they have to have a good button for wallsplat - too many recovery frames and you won’t be able to charge the crumple unblockable.

After some (admittedly half-assed testing), i’ve only been able to perform this loop with Dan Mcneely, Melinka and Z. Inglor. Out of the three, Inglor can only initiate it when already in the corner; Dan and Melinka have ways to combo into the infinite from midscreen, with Dan taking the cake as he can corner carry you from round start position with a raw EWGF starter (that can also come from an unblockable charge dash cancel, meaning he can touch of death you using a de-facto armored launcher with fucking stupid range); plus he can also do a side switch combo when cornered to apply the same loop (Melinka should be able to do this as well, but i haven’t tested).

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2020 and SRK still breaking this game.

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Also, Z.Inglor may or may not destroy EVERY character in the game.

For starters, his down+back+b2 shorthop move is straight up projectile invincible, can crossup to mess with inputs or avoid getting hit by certain moves (such as hopping over a charging unblockable), jumps over certain moves in general - and has instant recovery upon landing, allowing stuff such as shorthopping a fireball into instant command grab or buffered ultra. No more nothing for any of the zoning characters.

Next up, his damage goes up in the corner in one of the silliest ways possible: when standing as deep in the corner as possible, he can combo his command grab… into a second command grab, for 30% damage raw; and if you want to go even further beyond, his super also combos into a regular command grab, totaling 40%. Consider that his ultra is yet another command grab that, in turn, does half a lifebar of damage and you got a character that can delete you in the corner with just 3 grabs or 2 grabs and a couple buttons.

And deeper into the rabbit hole, Inglor is also one of the glitchiest characters in the game. Some of those glitches work consistently; some of them i’ve unfortunately been unable to replicate; but here’s a full list for simplicity’s sake.

  1. His f+b1 command grab can make wakeup ultras and charged unblockables whiff completely.

  2. Mashing ultra during your opponent’s ultra startup can cause a guile handcuff and freeze you both in silly poses until the end of the round.

  3. Mashing ultra right as you connect an anti-air grab (down+back+b1) will cancel the grab into ultra and actually combo. Consistently. For crappy, heavily scaled damage.

But it’s funny.

  1. idk lol

    but i actually had him moonwalking in this state for a while until he completely froze. i could still bring up the menu, use practice mode settings, but Inglor himself fell into a stupor and kept unresponsively staring into the corner.

tl;dr just a couple new things about inglor that make him completely stupid

P.S. - maybe a separate post on Dan “TOD combo at round start” Mcneely, but for now, as a side note - he too, can low-profile fireballs with a well timed down+fwd+B1. And he can turn it from unsafe into a mixup on block when he has ultra, since his ultra is an instant parry that can be cancelled into at any frame of any move. So he’s also p good at counter zoning; and with some practice, dragon boy eats shit from him hard thanks to Dan’s regular parry shutting down a lot of his moves.

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