Preppy great find there but are you sure that Thanos combo with Tron uses the glitch? It justs seems to me that if Tron’s proj. deals double damage there it would be a 100%. I’m not so sure but whatever it’s still tight. Btw, exactly how much damage is done on that combo?
Oh and anyone got tips on how to airthrow with Tron? Mike? What chains do I use before I airthrow with Tron? I just suck at airthrows. The only throw in the air I can do is with Mags, launch, 1, 2, 3, 4 dash forward hp/hk throw. I found that out by accident and it doesn’t even hit all the time. Sometimes Magnus just dashes under.
^— The glitch doesn’t double the entire combo’s damage, just one hit of it. So she deals out 60 instead of 45, but not 90. I’d have to pull out the DC and training mode… It does somewhere around 95, I think.
So correct me if I’m wrong but instead of 3 rings hitting it’ll be four? I think I got around the same damage as well.
I know this is irrelevant and off topic but I’d just like to share that this JWong combo takes off about 105 damage. With Morrigan, c.lk+Gambit proj., clk, s.hp, soul fistxxsoul eraser. I don’t know but I just find it wierd it does so much damage.
Y’know, I did do a Tron tutorial vid…but bleh. Airthrow setups:
B&B’s…
vs. standing - Launch, sj.Jab, Short (2 hits), Fwd, airthrow. Do it slightly slowly and you should have no problem - her j.Fwd has nearly no hitstun so the throw is easy.
Off OTG hit or vs. anyone who’s aboveground (i.e. after combo to trap gun juggle) - Launch, sj.Jab, Short (1 hit), Fwd, airthrow.
As guardbreak vs. character coming in, or vs. air - sj, (airdash if guardbreak attempt), RH drill (mash), airthrow. If they know you do this, do RH drill, falling Jab->Strong (as guardbreak), jump up airthrow.
Others…may not work in all situations but can be done if you know when/on whom to do them.
Launch, sj.Jab, pause, airthrow.
Launch, late sj.Short (3 hits), airthrow.
Launch, early sj. Fierce xx RH drill, mash, airthrow. Doesn’t have to be corner but it’s easier if it is.
Launch, sj, airdash when you can, airthrow.
Corner - launch, sj.Jab, Short (2), Strong, pause, Fwd, Fierce, falling OTG RH, d.Jab, jump up airthrow. Not on Sent. :^(
Corner - s.RH xx superjump airdash Jab->Strong, land jump up airthrow.
That’s enough to get you started - and remember, if they tech, immediately drill the opposite way you were facing for free damage…
Hey, Mike, how do you get around Cable keep away teams? I’ve been playing Team Z for a couple months now but I still find it really difficult to do anything when Cable does that stupid j.hpxxelectrotap nade w/ something like Doom AAA or Sent Ground. Also, I always try to cancel out bad drills with king kobun but my bud who I play all the time has figured out that you can sj before kobun gets big and then he just comes up behind me and rapes me. Is there a way around this or should I just stop unless I have Juggs assist helping me? i.e. s.lp, s.mp, call Juggs, drillxxking kobun (Juggs assist will knock them down and keep them from sj). Oh, yeah, another question :), how do you get so many hits with her drill? I’ve tried mashing the kicks only really fast and that didn’t work. I’ve also tried using my palm on all the buttons, the wax on wax off approach, but I still can’t get the crazy amount of hits you get. Is there some secret trick or something? Lol, remembered something else =p, how do you throw? Do you hold towards and then hit hp or do you hit towards+hp? Sorry for all the questions, hope you have time to reply!
Beating keepaway Cable is mostly about sj airdash x2, fall Fierce/drill, with Doom of your own. Fight by little bits until you can land some falling Short or a throw, then kill him. :^) Also don’t forget that ground VBs with wrongly placed Doom, or air VBs, can be hit with counter->Headcrush. Also you can wavedash in under j.Fierce/grenade and be fine.
As for drilling, generally it’s a bad idea to ground drill without any backup. :^) I try not to. Either have Doom, or Jugs to cover your KK, or do a tigerknee air drill instead, which is safe.
Also for mashing, I just mash RH with one finger, but everyone tells me I’m the only one who can do it.
Ahh! Tyvm, I’ll try Team Z the next time I go to the arcade (tomorrow, prolly lol). It’s been a week or so cuz the ppl there have been using Cable on me :-(. I’m gonna practice mashing right now but it still prolly won’t make a difference lol.
OK, I played Team Z against a Mag/IM/Sent team the other day and I had lots of fun doing so… I don’t know if he was familiar with Team Z cuz he looked pretty shocked when I did ProtonArrayXXKKXXHeadcrush to kill his Sent. I lost all 3 games but they were very close. I only got to glitch my Juggs once :(. Also, I did something kinda funny… DocDo against IM and I accidentaly did ProtonArray instead of ProtonShot and his IM sj up to hit me then I cancelled into KK and it made his IM fall and the KK hit him and he was really surprised lol. All in all I had lots of fun playing Team Z and I’m gonna try using it as my main team again.
NOTE TO TRON PLAYERS: When their assist is just beaten to all hell (90%+ red) and you land the corner throw, OTG into SNAPBACK, PLEASE. I can’t even remember who it was that screwed that up on the big screen down at TS5, but … man! I watched him do the corner combo on Sent (instead of snapback into the messed up CapCom), watched Sent live through it, and then watched him lose to that team thanks to getting hit by the should-have-been-dead-CapCom. Bah!
Sometimes Sents likes to do the Hard Drive super to get some distance or adjust the screen positioning - if you’re under them, you can Lunch Rush them out of that. Looks wacky.
Most people these days are getting wise to my throw combos, so my new tactic on corner launch is to end the combo with the LK drill (combo ender), then fall as left as possible, and Tron will squeeze in behind them as they land for the easy cross-up. It’s even more effective than the mid-screen SJ->drill,dash,fierce cross-up so far - it’s been randomly working over 80% of the time on top players, and sets up either combo of your choice or Lunch Rush.
Any tips on assist-kill punishment? Since she can’t relaunch x N (as far as I know…), what do people do here? So far I typically launch and drill, and I haven’t really seen much more of great interest being done… what am I missing?
Launch sj.Jab->Short(3)->Fwd pause Jab->Strong land repeat works okay, or you can just do Launch sj.Fierce->drill (popup) repeat (or just repeat sj.Fierce->drill after that).
In corner, s.RH xx DP+Jab, repeat. :^P Or Launch sj airdash Jab land s.Fierce (2 hits) xx DP dash Fierce xx DP etc…that’s about all she has.