I have finally found a midscreen combo with Ippatsuman assist (which now aids in pushing the opponent in a certain direction much better now) that works perfectly with Polimar’s different strength varieties of Handou Sandangeri.

Basically…:
(optional [IAD] j.B/j.C),(basic ground stuff until we get to…)2C/6C, 623B,B,214B~BRQ~66 (for IAD) j.B, JC, j.B, JC, j.B, 623A,A(P for Ippatsuman assist)214A, (land, charge back) 5A, 5B, 5C, forward+A (for A version wallbounce punch), 66 (for ground dash) 5B, 5C…

You can end with:
-fully combo’ed, non-reset air combo ending in 623C,C,C XX Shinkuu Kakategoma. My preferred option, especially if your Polimar has a lot of red life during the Baroque portion of the combo. Does around 40K-42K (on 10% red life).
-air combo to grab reset
-(if you have 3 Emblems and lead opponent to corner), 2C, 6C, 236+2 attacks (for level 3). Does around 45K (on 10% red life).

Polimar can also do similar midscreen combos with Doronjo assist.
I will get a video up showing the combo in motion up sometime.

Did not know 5C combos in lvl.3 super. Got to try that out

But enough about combos. What I need help with is strategies. In Training mode, Polimar feels like a beast, but in combat, I can barely get into position to perform all those beastly combos. He has short range on his attacks, and when the opponent spends most of the time airborne, I feel as though I have to wait for then to come down so I can dish out damage. I tend to trade and/or whiff combo attempts when I try to go air-to-air. I do fairly well againist average mid-range characters, but when it comes to Zero, Soki and Tek Blade, I don’t seem to have an answer for them. Any tips on playing a good Polimar?

I tend to play Polimar better than I can explain how to play Polimar, so first, start by watching some of my vids.

Some general strats, I can go into detail later:
-Dashed 2C is godly. Goes under many attacks and has good ground range. Punish attacks with this thing! Learn how to 2C, Handou Sandangeri~BBQ, and you’ll be doing better combos than a common Polimar resets.
-2C/6C and 6B are essential in Polimar’s ground mixup game.
-Polimar’s jumping attacks aren’t the best, but are good for boxing an opponent in a corner. j.A is good as an air-to-air poke, go into combo or reset on hit confirm.
-Best to pair Polimar with an assist that he can work off of. Ippatsuman is my favorite assist for Polimar.
-Work on your defense, especially against Blade and Zero. Pushblock to 2C to combo goodness when you find an opening.

Dayum the Polymar forum doesn’t have much love going on, but good stuff to you RoyalFlush for the informative goodness. Brilliant showcase of your skills in the videos as well. Never seen 2C being so good.

Here’s video proof that Polly’s 6C has invincibility frames in the beginning spin motion: [media=youtube]aTqNrJtgyAk[/media]

Start at 2:03, don’t mind the skill of the Polly player lol. It’s happened to me before but I thought it was an online fluke. Now 6C is more broken lol, Megacrash bait?

This has happened to me as well lol. Tekkaman opponent Megacrashed my 6C and ate the Handou Sandageri into baroque rape. Friend just looked at me and said “Polymar need nerf.”

So I worked out a Polimar combo using a Joe the Condor assist, one meter and baroque that does about 46 Billion. I recorded it for everybody’s benefit.

[media=youtube]dRKOtREwQCk[/media]

Good thing about it is you can start it at about 3/4 from the other end of the screen, and it should push them all the way into the corner for the BBQ part of the combo. You can also just straight into 3c launch for less damage if you don’t have any BBQ at the time.

Going to mess with trying to insert baroque earlier in the combo and seeing what kind of damage you get off of a level 3 at the end of the corner combo next.

Thats quite neat! Good stuff

Very nice. I didn’t know Polimar could combo that way with Condor Joe assist-- I always thought it brought the opponent up too high.

interesting, i use a similar polymar/joe combo except i do the wallbounce before the assist. i think both methods end up w/ similar damage but i might do some testing on it

My corner combo, feel free to call me noob lol, view it in HD if ya can

http://www.youtube.com/user/musicgetto?feature=mhw4#p/a/u/0/gfNxfnDcX6c

Great quality, and seeing as how this ( [media=youtube]1x6kDtUghbM[/media] ) is the best i’m capable of doing at the moment, I can’t really call you a noob for that combo you pulled off.

Anyone got any tips on who to use as a second char with polymar? Currently Im using viewtiful joe but im just not getting the hang of him, i love how they’ve got cool assists en hyper combinations together, but I just cant be awesome with viewtiful joe. I’d like to play someone with easy combo’s such as polymar (im not using charge punch or hanzou, more basic razor kicks bbq launcher air 360 combo’s), any tips?

Also, what do you guys do against PTX? I cant for the life of me figure out what to do against him, apart from shinkuu kakategoma which due to its long startup is still pretty damn hard to land if you ask me

I use V.Joe/Polimar as a secondary team, but while Viewtiful Joe can go well with Polimar, but I still think that V.Joe has more to benefit from Polimar assist than vice-versa.

Use that charge attack wallbounce punch (A-version is the best because it is the most combo-able)! Inexcusable! Seriously, though, Polimar’s wallbounce should be a staple in many of his combos.

Polimar really can go with most characters, but Polimar/Ippatsuman is still the best (biased) team combination for Polimar. Polimar gets coverage and excellent combos from Ippatsuman assist, Ippatsuman gets Polimar assist for some good setups, combos, and pressure, and both have grab tricks that just makes the team perfect.

Against PTX: pretty much save Polimar assist and have your first character do much of the fighting (very character-dependent, since some characters shine against giants, while others can’t seem to land any good hits). Once you lose your first character and only have Polimar left, prepare to do lots of blocking. For offense, just rely on Polimar’s IAD j.B and IAD j.C. You can also try his grounded strings into 6B cross up, but use sparingly (Polimar won’t allow go through giants with 6B). Pay close attention to the PTX’s red life. If it doesn’t have red life and does any grounded attack non-baroque canceled, go in for the grounded grab super. Try to build up emblems and meter for level 3 super (which has invincible start-up).

Ah yeah I’ve seen your v.joe/polymar vids on youtube, now that’s some high level play! But it’s exactly as you say, v Joe has a lot of use for polymar’s assist, but not the other way around. I can use Polymar as a pretty solid char atm, but with v joe I’m not getting much further than basic shenanigans. I think he’s just not the character for me. About the charge wallpunch, I know they can really extend any polymar combo, but I’m still having troubles with basic combo’s as it is, TvC is my first versus game (never played CvS or MvC) and I’m playing on pad, and really getting the charge punch into your game is kinda tricky if you ask me.

Thanks for the tip about Ippatsunman, I think I will give him a go some time soon, he seemed like a pretty solid char when I tried him, and especially his projectile is something I could really use as a Polymar player.

Didn’t know polymar’s level 3 has invincible startup! :open_mouth: Sounds like a pretty good weapon against PTX, especially since charging emblems shouldnt be too hard against those slow moving giants. The only problem is gonna be getting the bar up to level 3, but I guess I just need to go easy on mega crashing and keep my attacks pretty much limited to kakategoma and the level 3. Looking forward to the next match already :stuck_out_tongue:

Here’s a vid of my play style btw, it’s on a small TvC tournament here in the Netherlands (I became 3rd, whoohoo!), but note the TvC scene isn’t exactly sprawling here so it’s not real high level play :slight_smile:

[media=youtube]8094hjHBb8U[/media]
(me against 4th place, some failed antics with v Joe and I was being way too unsafe with charging the emblems, for the rest this is basically my level at the moment)

Just keep practicing with the pad. I’m a pad player myself (GC Analog, hate the dpad) and I find myself able to pull off the more technical combos with ease. Getting that charge wallbounce in is a key part of Polymar’s game, so you best be getting to the Hyperbolic Time Chamber.

I’m using the Wii Classic Pad, the d-pad is pretty decent, wouldnt wanna try out the analog pad tough. It should be doable, I just need to get it into my game. :stuck_out_tongue: Guess I do need to spend some more time in training mode.

In an air combo, Jun can do her bomb super, and then DHC into the drill after the 4th hit for insane damage

^ This is how I combo into Joe’s Six Cannon.

EDIT: Had to fix my statement. What I meant to say was: IIRC Polimar can get the full amount of hits with Drill Super off Roll’s assist after Lightening Legs. Roll can also DHC with her broom super afterwards.

I’ve been messing with the team Morrigan / Polimar. I like Polimar’s assist for Morrigan because it keeps them in block stun for a long time, and then she can either go low with 5A or high with the dash overhead for a nice 50/50 mixup.

Does a fireball assist like Morrigan’s help out Polimar at all?