Freedemonia in East bay!

Raw tag is punishable as the incoming character has no invincibility whatsoever, but it’s still a lot more difficult compared to MvC2. They pause for about a little over 30 frames after the overhead, but if you guarded it’ll probably be hard to follow up after blockstun (also around 30 frames) unless you do something like reversal beam super. I dunno if you can dash under the tag attack to punish.

As for chip damage, I’m still convinced it’s way too high. MvC2 levels were perfect IMO. X-factor negates this somewhat, but the strategy of forcing defensive KFC to avoid chip death seems to make chipping all the more powerful if it means robbing the opponent of the opportunity to KFC offensively later. I’m glad there are a lot of level 3 hypers that are quick and invincible enough (ie Raging Demon, Genmu Zero) to beat out or trade with chip supers, so there’s at least one other alternative.

I can never chain into launcher online, let alone do Hop C juggles. Hrrmmm…

What are some good ways to keep people from jumping all the time?

Air throwing is pretty good in this game. You can option select to preemptively stop jumps, do j.6C and if they’re in range they get thrown, you get your normal attack otherwise. If you have an OTG assist you may be able to combo afterwards.

EDIT: Genei Jin Zero jC into 2A is unblockable, lol. The shadow jC hits at the same time as the 2A.

Didn’t we go over this on Sat? I remember you saying something about it. I gotta start using this in my game play and some qcb+C mixups.

Hey, I wasn’t there Sat.

I’m trying to catch up to you guys, but PSN is a terribad substitute…and I scared my coworkers off :karate:

PSN is pretty ass; thank god we all live in the same area.

We got to try the viper combo of doom in real games yesterday it works if you don’t drop it. XD I got haibing’s first character a few times at the beginning of the match and it’s amazingly demoralizing especially if it’s someone with low health like Chun that you don’t even need to waste X-factor to kill.

I’ve created 2 Dante combos:

1 that is stronger than (or as strong as) the easy mode combo and a variation of it that is weaker than easy mode combo but then builds you 1 meter for a DHC during the duration of the combo…

More on this later.

EDIT:

Ah, no, wait… easy mode combo with more stuff tacked onto it still does like 10K or so more damage… need to go back to the lab.

Apparently there’s a new advanced starter for Dante’s combos:

cr. :l::m:, st. :h:, :f:+:h: xx :l:+:s: xx :dp:+:m: …

Basically command normal stinger command jump canceled into volcano (“seismo”) which acts as a low launcher.

http://shoryuken.com/f359/dante-combo-thread-266044/index2.html#post10289627
Courtesy of Richard Nguyen

I was messing with it today. The execution is a little tricky but it has so many benefits. 5C 6C into volcano gives more time to hit confirm, and won’t ever whiff like 5CS does sometimes when you hit with the tip. Also because volcano does more unscaled damage compared to S and on block is cancelable into both itself and Reverb Shock xx Fireworks for some great meterless chip damage (and frame advantage too).

The post is really dense but it’s a great starting point for building some advanced Dante stuff. This along with trag and Isedelica’s vids are a great inspiration for STYLISH combos.

@ZakuIgnited or MaNoel: That TMNT song from your CD is stuck in my head but I don’t know the name, if you could tell me which TMNT game it was from or the song name that would be incredibly awesome! :smiley:

@TastyLumpia: Nice stuff to know! May do some Dante play since his assist is so good for Viper and he’s way more easy mode than Task Master or Phoenix.

Hey, just checking here, I maybe ordering some stuff from Akihabarashop and was wondering if anyone is interested in ordering as well so we can split shipping up.

Its a remix of the TMNT IV sewer stage from OC remix. The remix is called Subterranean Kamikaze by sixto sounds and zircon.
Just go to the site and search for TMNT.

Also, Valkyria Chronicles is awsome. I found out that the Japanese voice actress for Alicia is the same one for Petra, and Isara was the one for Cammy. Running up to Lancers and shooting them point blank in the face is so fun.

My ears thank you very much! <3

Phoenix is EZ mode if you don’t get hit =P.

TMNT game = gdlk

VC = awesome. I almost bought DLC for it too.

Isara never said ‘Can of Sprite’ during the game so I never made the connection. Glad you enjoy the game, I normally bash DLC but I found it worhthile in VC’s case (the game was only 20 bucks, after all) :tup:

OH SNAP, my Dante combo is pretty hype…

The practical one resembles the easy-mode combo at the end, but I can switch it out and I actually use the stuff like the mini jam session move…

But, yes, I do use Volcano…

I’d use its follow up (which leads to ground bounce), but doing a normal jump combo from it actually gets me more meter and damage.

LOOK FORWARD TO IT!

(that said, I still need to form a team around Dante… Dormmamu might make the cut since black hole is nice)

Viper Dante for synergy! :smiley: Dorm Dante can fill the screen with pillars too.

Is anyone here good at Seismo xx Seismo? I’ve been studying Viper some more and need to know it for zoning purposes, seismo /-\ ADDF -/ Seismo won’t cut it for zoning + chip.

-The game is a bit evil, it recognizes 623A 62369A as Seismo SJC Seismo, but it recognizes 623A 612369A as Seismo SJC Thunder knuckle =/

-In a full string of blocked Seismos in this game Viper can get 7 without assists and it does 168,000 on block at 24,000 a piece. With advancing guard you can get 3, for 72,000 chip damage. Rapid fire Seismos seem like they may be among the safest zoning tools in the game as they have moderate start up and practically no recovery thanks to SJC etc. They cover anywhere in normal jump height and light and medium versions lead into big combos if they were near the ground.

-On block light Seismo xx medium thunder knuckle feint sets up throws.

-Massive chip set ups, Viper’s Seismo does not move you back on hit or block only on advanced guard. This means that in the corner with an assist you can spam the shiz out of it until your assist runs out and always end with 2 additional Seismos if they mash pushblock perfectly!

-Advancing guard seems to remove every other hit of chip damage when mashed at least for lightning legs/Crystal assume this is the case for advancing guard in general so YES mash it during supers. Tested with the computer and every other hit of that true block string came back as 0 instead of its number. Also tested with Viper’s 236AA and Chun’s super. We have proof of how it works yay! :smiley: Not true block strings however get full chip off each hit so if there’s a gap while they’re mashing push block they’ll eat more chip…
Seismo = 24,000
medium Thunder Knuckle = 27,000
*Skrull: 57,600 chip + 4 seismos (Can be crouched to avoid some hits >.<)
Chun: 33,000 (16,500) chip + 3 seismos
Dante: 42,000 (21,000) chip + 3 seismos (much longer block stun than I thought O_O)

With this knowledge my current goal is to find a way to continue a block string from Viper the time it takes for alternate assist to be ready which is about half a second less than the assist you just used. I can guarenteed continue it with another 2 Seismos but that pushes me too far out, trying to find set ups that allow me to wave dash or Medium thunder knuckle feint to get in. If executed correctly once you have your opponent in the corner you should be able to:

This assumes every hit in the string is advance guarded
2B + Chun xx 236B, 623A xx 62369A, dash forward, 2B, 236B~S, 2B + Dante (barely hits from this range) xx 236B, 623A xx 62369A xx 62369A xx 62369B xx 62369C.

This string is really hard to execute and I haven’t gotten it yet as I still can’t do Seismos right. On block for no gauge should do:
33,000 + (27,000 x 2), + 42,000 + (24,00 x 7) = 297,000 damage on block with no advancing guard and builds lots of gauge, and roughly 148,500 if every hit is advancing guarded, potentially more or less depending on when Seismos hit in relation to legs etc.

With that if we substitute out the mid range and long range Seismo hammers for super xx DHC into either jackpot or Kikoken you can kill Phoenix on block or take out a normal character from half health…

Needs more lab work but seems promising and builds tons of gauge.

Additional note, do that block string except the final 3 Seismos then Thunder knuckle feint into her throw based combo and you get around 800K without X-factor without them ever having blocked high or low wrong. :smiley:

Another additional note, if they don’t pushblock at the right time you can do chun into chun at a little over 100,000 a rep and lots of gauge built. With good execution and moderate reactions it only takes them not pushblocking right a few times for you to be ready to kill their character using the gauge you just built despite them blocking. ^.^

Could the opponent alpha counter, HC during this lockdown? If the question’s dumb, remember, I’m still learning! :bgrin:

To update, my current team is looking pretty sexy, I just gotta get the mixups and fundamentals down…

Depends on both the variable counter and the Hyper combo, someone could counter in Haggar, but that can be said for any blocked hit where you’re near the enemy. So once they have 2 gauges you may want to be cautious against certain teams that include Spencer, Akuma, X-23, Haggar and possibly some others with incredibly fast invincible moves, then again if you see someone alpha counter in you can X-factor, block and kill the character. :smiley: