okay, thanks! I’ll do that.
Yeah, I just tried it [sLK sMP sHPHP LP Tear Shot]x2, the 3rd time isn’t triggering IPS but the 4th time will. Same goes for starting with sLP. I asked in the Gen Dis thread, doesn’t seem like it should work.
maybe that combo is also a bug?
so what defines a “chain”? I assume this just means the standard combo progression of light-med-heavy-special-blockbuster? am I correct in assuming that a new chain ‘starts’ anytime you either move backwards in this progression or switch between aerial and ground attacks?
well, the obvious ‘theoretical’ maximum means once you start being watched you start chains as late in the chain progression as possible, then ratchet backwards. that way you add the fewest restrictions on your combo as possible during each chain.
heavy
med heavy
light med heavy
Hmm, that might explain why I would sometimes get IPS during my tear loop when using LP as a chain starter three times. Sometimes it allowed me to use LP and sometimes it didn’t. It helped me get a 100% combo with Parasoul anyway.
Infinite kills char from 1 tag. Non-infinite kills char from 1 tag… me no understand the difference??
My current wild guess is the reason parasoul’s tear loop combos glitch IPS could be because there’s tear explosions happening mid-chain. I mean technically the notation goes something like :lp: :mp: :hp::hp: xx tear shot, :lp: :mp: xx tear explosion, :hp::hp: xx tear short xx etc
The thing is that it allows for combos that shouldn’t be allowed, not the other way around. (i’m assuming you mean the tear explosion ‘breaks’ the standard chain into 2 right?)
But in my example on the other page, you get a jump in and ground chain that starts with s.LK(free), 2nd loop that start with s.LK(watched) then a third loop that starts with s.LK(activate)
The problem lies in the 2nd loop part. What happens is that you first do:
j.HP (land, now in stage 2),
s.LK, s.MK, s.HP~HP xx LP Shot (end first ground chain, next hit should be stage 3)
s.LK, s.HP (tear explosion) (stage 2-3, herein lies the problem)
The problem with the bolded s.LK there is that sometimes it is recorded in stage 2 and sometimes its recorded in stage 3 (seemingly at random). The s.HP after the s.LK will ALWAYS be on stage 3, but the s.LK seems to differ between the two, which means that sometimes you can get another s.LK chain starter in and sometimes you cant.
That’s pretty much how the problem happens, the real problem is why it happens. Why does it not go into stage 3 directly after the tear shot? You cant chain anything after a tear shot. The only thing i can think of is that it’s waiting for a super cancel, since a super cancel wouldn’t be the start of another chain, but then surely the stage should switch to 3 as soon as the recovery from tear shot wears off? I don’t know, it’s hard to speculate when you don’t understand the intricacies of how and when stages go up in detail, or how characters moves behave in the standard chain order as we know it.
Wow, thanks for the explanation! I had a feeling it was at random and was just hoping for it to hit so that I can get the combo down LOL.
so check this out
[media=youtube]7uP-bKLQlkg[/media]
around 16:30 he catches the assist in the combo
combo kills point
continues the combo on the assist before the assist actually switches in
IPS does not seem to register as he clearly does an infinite on the assist character, knocking it out. Also if it did register it’s not like the player could burst out of it without control over their assist character.
I imagine IPS doesn’t activate on assists for that very reason.
Sorry if my response sounds so simple, but it’s simply because you are starting a new section (With the second j.hk) with an attack you’ve already used (j.mk xx j.hk <— here). The reason it works without a throw is because the throw is putting you into stage 5 already. During stage 5, everything is being watched and WILL trigger IPS, hence why the second j.hk is triggering IPS. Without a throw, when you do your ground series you are in stage 2, the free stage. Once you launch them, you are now in stage 3, where your moves will be watched, but will NOT trigger IPS because (Unless I understand it incorrectly) you can only trigger IPS on stage 5—this is why you can do j.mk xx j.hk xx air dash, j.hk <— the second time. You are still in stage 3, which is now where your j.hk is getting watched, but is not triggering IPS.
In fact, the reason you can do two j.hk’s is because you are allowed one air dash per combo that does not advance the combo stage (Or one flight in Painwheel’s place) hence why you stay in stage 3 and are allowed the second j.hk, which, again, will not trigger IPS during this stage.
Also, to answer the underlined part, since you landed a j.mk xx j.hk, you already used j.hk, which is why you can’t start the next section with j.hk. After the throw and then launch, you are now in stage 5 which is why you can’t connect that second j.hk after the air dash. You are right about having one free air dash without advancing the stages, however the throw already advanced you to stage 5 by the time you were in your aerial combo.
Sorry, I’m sure I repeated myself a ton, but I hope that makes sense!
EDIT: Holy hell I didn’t realize how old that post was and how late my response is, ha ha. Oh well, repeated info can’t be too bad (Unless it’s wrong ha ha).
Dude I can’t even begin to describe how much I’ve wished I could do this, ha ha. Not even about complaining necessarily, but just wondering if we fighting gamers just accepted EVERYTHING in fighters that we discovered, lol.
Yep, it doesn’t register IPS on assists at all. I only know this because I pulled off the exact same thing for a clutch come back win last night online =D I killed a Valentine with a throw right when she called Parasoul assist (The throw kept me invulnerable against the Parasoul attack) when I recovered from the throw, I just did a simple infinite against Parasoul. Like in the video, I had no idea if it would work but I never saw the sparks and just kept going until she died. You have no idea how hype I was ha ha.
Does this mean it would theoretically be possible to snap your opponent right as they were calling an assist then kill off the assist with an infinite?
Dat Mahvel. I so want to test this now.
OK, everyone. Quiz time.
Here, I’ll create many combo sets, made up of course, and your mission is to find if the combo triggers IPS, and when it triggers it.
- c.LK, c.MK, c.HK, qcf+LP, c.LK, c.MK, c.HK, qcf+LP
- s.HK, j.HK, air dash, j.HK, land, c.LK, c.MK, s.HK (launch), j.HP, air dash, j.HP, land, s.LK, s.MK, s.HK, qcf+PP
- c.MK, qcf+MP, s.MK, qcf+MP, c.MP, s.MK, qcf+MP, s.MP, s.MK, qcf+MP, c.LK, s.MP, s.MK, qcf+MP, s.LK, s.MP, s.MK, qcf+MP, c.LP, s.LK, s.MP, s.MK, qcf+MP, s.LP, s.LK, s.MP, s.MK, s.HK (launch), j.MK, air dash, j.MP, j.MK, land, s.LP, s.LK, s.MP, s.MK, s.HP, qcf+PP
No, assist infinites only work if you are comboing both of the characters and in the middle of the combo the point character dies.
So you can’t get a regular snap and just combo the assist if you time things right (like Amir did on BBHood in their classic match, where he snapped BBHoods IM, jumped over the Doom rocks and then juggled Doom)?
This is either simply not true, or a bug.
Just now I wanted to test these theories, so I went into sparring mode and had my brother do a few things with a 2 man team while I attempted to snap out. I had Painwheel/Parasoul napalm pillar assist. I had my bro call his assist and I used Para assist AND I used snapback. Here’s what happened:
1.) It was spaced so the Napalm assist would hit my brother’s assist, and my snap out successfully snapped out his point. Since his assist was hit by pillar AFTER the snap out, I was able to combo his assist. However, IPS sparks kicked in when I tried a basic loop with the same attacks. My brother was mashing buttons, and his character did not break out with IPS combo breaker, or whatever you call it.
2.) If I hit both the point and assist character with the snap out, they both flew off screen and in came his respective character, working as intended I assume.
So either point 1 is a bug, or an oversight, or it’s okay? I assume oversight since the IPS sparks flare up when I was purposely looping something that SHOULD trigger IPS, yet my brother was not able to burst out of the combo with his assist character.
Yo, check what I just wrote! =]
Yo this is what happens when I get my hands on a new fighter I really like: I contribute.
[media=youtube]QT0bKo3_mEc[/media]
I don’t know if this is a glitch or oversight, but I’m probably going to put it in the glitch thread just in case. As you can see, I successfully snap out a point character while comboing the assist afterwards. The IPS sparks trigger, but the opponent cannot burst out. You can see my brother controlling the Peacock team on the left, holding up the controller to show him mashing during the sparks but nothing is happening. Shoutouts to my bro helping me there, lol.
Yo Mike Z check it out! =P