@Thumper, I usually use cr.HK into launcher for a little extra height and then go right into j.HP, j.d+HP xx qcb+LK x3. Dunno if that helps at all.
It seems like a dagger flip very low to the ground is her best overhead. Comes out faster than qcf+HP and less obvious than a DUD j.HK. You can use a follow up j.LK or two to confirm against most of the cast. Power Stone surge handles the coversion against shrimps.
I guess people on this forum are only interested in playing fucking Ryu and Mega Man X. Anyway here are some throw conversions with my Gamora/Jedah/Power team. These obviously scale like crap but at least we can get some okay damage and keep it meter positive. Using a second super is def not worth it. I usually toss out a Spirale Divina afterward to get some shenanigans going.
@AIMoStLeGeNdArY Check my post on the previous page. Made a video for just that. If youâre referring to the qcf+HP overhead your best bet is to use the follow up HP then tag or cancel into Shadow Combination and go from there.
LoL. Hellllllll no. I am surprised at how dead these forums seem to be tho. Even on the Discord page itâs not like itâs booming over there. Following the right people on Twitter and looking out for tech videos seems to be the main way to go nowadays which kinda suxx
Anyways Iâm loving some Gamora but canât seem to place her with a team for myself. I wanna play Dante/Nova and DEFINITELY Dante/Black Panther. My Gamoraâs riding the bench unless I really dedicate a 2nd team for her. Maybe her and Thanos
Iâm finding it difficult to hit both the videoâs combo and your variation in midscreen consistently.
I seem to get the best results (at all screen positions) with:
(any ground series into launcher) > j. HP, j. D+Hp, j. qcb+lk (x3), land, j. Lk, j. D+Hp, j. qcb+Lk (x2), land, j. Lk, j. Lk j. D+Hp, j. qcb+Lk (x2), land, LK, HP, HK, d.d. HP, HP, qcf+Lp xx Godslayer Hyper.
Seems to me to be a little more lenient on timing too.
https://www.youtube.com/watch?v=TBJQDvTRMhs
So hereâs my personal BnBâs with Gamora. Obviously weâve all seen some form of the Gun Loop combos by now but Iâve also got a super basic combo in the corner that still does over 6.3k. The timing for the gun loop combos can be tricky at first but once you find the timing in the air theyâre a breeze. You can also squeeze in one more loop to go from 3 reps to 2 to 1 and probably crack 7k but the extra rep was tough for me to consistently pull off. Notations included in the vid as usual. Hope this helps anyone out. This game is SO much fun. Haha
Well sheâs too solid of a character to keep an invincible super like that. Sheâs not like Captain America where she has no solo mix up or way to lock people down without a tag partner.
Youâll have to catch the opponent pressing buttons and already active in order to get the super to land. If you just randomly mash super after the patch and the opponent hasnât gone into their active frames with their attack itâs likely youâll get hit now.
Basically all they did was tone down random use of it as it was a free lockdown otherwise vs a lot of characters that had no invincibility. It still keeps its invincibility til the last frame before active so thatâs still a lot of invincibility in neutral situations. Itâll be at least as good as Zeroâs old DP as far as invincibility goes.
Iâm picking her up because she seems fun and her shadow super seems really fun to abuse in time storm. I wanted 2 characters with spammable stuff in the time storm and Morrigan/Gamora should cover that.
cool, yeah I wasnât planning on dropping her. but I use that super a lot when goons are just dashing in mashing heavy. you have any time storm combos? I play gamora/ strider.
The super will definitely still be good against mashers, just toned down against smart players who wait before hitting a button against the super and probably lose to wake up meaties, but thatâs fair enough. Thatâs why I play Morrigan with her so I have at least one character that can reversal with invincibility.
I only really have time storm combos for neutral situations. Like if you activate and then land a random hit I do s.LK maybe like 5 to 8 hits worth then do qcf+LP over and over then storm level 3. Just be careful not to do too many qcf LPs or the hit stun will end (usually around 30 hits on the combo counter).
So the key is to make sure you have meter for shadow combination once you are in a situation to use the storm. It gets really cheap once that happens since if you land anything on a grounded opponent that has full health with shadow combination active you can do like 7+k damage with storm level 3 at the end. Only need around 50 percent stone meter on activation to get this. If you land a hit on a 50 percent health character (with average health or lower) with shadow combo after they are dead no meter unless they switch.
Looking for ways to storm cancel into a combo, but havenât found any yet. Itâs tough to find storm cancels that convert for some characters.
@VersatileBJN007 Basically, most people arenât using her near instant overhead correctly. Most players just do a standard jump d+HP and hope they catch a cross up on the second jump but thatâs very telegraphed and easy to anti air. Even watching most footage of Rayray and Clockwork Iâve yet to see them use it. Caught Nemo using it which is how I discovered it.
You gotta learn how to short hop overhead d+HP (super jump and immediately cancel into d+HP) and that will combo into j.LK, s.LP, s.LK, c.HP which can start a launch combo. Basically you gotta start the motion for a super jump and immediately hold down, then just before you start going in the air hit d+HP. This gives you a near instant jumping d+HP that gives enough hit stun to combo j.LK afterwards. Just gotta remember that you have to do s.LP after the j.LK as nothing else will combo then continue into s.LK as that is the only button with enough stun to land s.HP and so on.
This is strong because it gives her Dante like high/low pressure where she can overhead you from as far range as she can hit you with her c.LK low. She also has one of the best low lights in the game with her câŚLK which has even more range than Danteâs c.LK. Only reason people donât complain about her low is because nobody is making the overheads scary yet. Once people learn how to short hop overhead into combo with her they are going to be screaming about her c.LK also.
Whatâs Gamoraâs best followup combo for when she lands a power stone, whether thatâs off an Insta overhead, or something more specific like for example my team when Hawkeye lands a Gimlet and Gamora can tag in to cr.HK xx power stone wall bounce. Can she land a full gun loop somehow from this? Not at my pc now to test but from memory I thought they flipped out after the second gun loop mid height.
Havenât completely figured it out yet, but Iâm thinking about using her j.HK since it has a huge hit box and should slice through like Hulk and Monster Hunter armor pretty nicely. Sigmaâs armor is weird because it seems like he just has a retarded hit box that you canât hit during the start up of the should charge. Iâll mess around in training mode and see what I get.