Hurricane Polymer Thread

or you can just do a combo, then Baroque his standing C into lv3 if you dont have assist.

you can also combo into it near the corer after the wallbounce punch (:snka: Version) which combos from standing C

it looks like iloveu was able to combo two assists in that one combo because the opponent was not yet in a “being comboed” state when the assist button was first pressed

also, doing triple kicks into grab super basically results in the same damage. but if for some reason that the “reset” grab becomes escapable (morrigan teleport super is the only thing that comes to mind, maybe chun’s level 3), then yea you should do it off the kicks

would you believe that polymer’s slide is safe? in THIS game? at the very least, a friend and i couldn’t punish it, even with varying timings of pushblock and mashing

you mean the one that comes from the A symbol or just :d: :snkc:?

i fuddled around with this combo, and it turns out that it is best to use the :snkc: button when you use his :dp:+:p: attack, otherwise the opponent wont go up high enough for polymar to catch them with his 360 super

so basically, the combo is like this (part in parenthesis is optional):

(:snka::snkb::d::snkb::snkc:):df::snkc::u::snka: :snkb::snkb::u::snkb::snkb::dp:+:snkc:, :snkc:, :qcb:+:snkc:, 360+:2p:

the whole combo does 24415 damage, about half of ryu’s life bar

I’ve been wondering this for a little bit.
I know his :qcf:+:p: (chun-li kicks) into his grab super doesnt count as a combo but is it inescapable?

Fixing this up. Nothing to see here.

^ ^

what they said.

I didn’t think you could tech out of super throws…can you?

Sorry, mis-read it. I was thinking he was cancelling the move into the Symbol Charge/Grab. Been a long day.

I’ll play around to see if the opponent can jump out of the way in that small gap. If they can, then the super should whiff (since I’ve never seen the ground version able to grab anyone off the ground).

Edit: If they’re fast enough or are expecting it, they can begin to jump right before you can grab them so it is escapable, but still seems to be a good tactic to catch most people with since they won’t be expecting it.

haha oh.
okay, I was worried there for a second. So it’s as I thought. Thanks for testing for me.

anyone found a combo for his drill super yet? using assists or whatever.

Only thing I’ve found is using Soki’s :qcf:+:2p: super and DHC into Polymar’s drill after the tornado part of the super. It seems to work pretty well because they can’t safe fall or tech roll, so the drill picks them up of the floor.

theres one involving yattermans firebreath super. I posted it on the yatterman thread.

SO what do you guys do vs small characters / crouchers? Seems like a lot of his shit misses on them and it’s sort of annoying. Most of my combos get way shorter because of that.

Ok I didn’t know this so I’ll assume some other people didn’t either, but his stance B follow up / 6C is an overhead. Combos aren’t amazing off of it but you can do the three kicks into hurricane super if you want for some decent damage off of a full screen overhead if you dash with it. That’s pretty cool. It goes under fireballs too.

Yea Roll is a real problem for my Polymar cuz most of my combo need for someone to be standing. Im still working on a comob for her and crouchers.
Basically dont use 5b on her and crouchers or 5c cuz most of the time it’ll miss.

I was curious just how bad the whole roll hit box thing was when playing polymar, here’s what I found:

If Roll is crouching, all of your jump ins CANNOT HIT HER. The only exception is a perfectly spaced, perfectly time IAD j.B.

When comboing her, the second hit of your B will ALWAYS miss. Cancel into 2B off of the first hit if you’re going to do it. C misses anywhere other than point blank on top of her.

236A/B/C DOES NOT COMBO ON ROLL. The higher part of the kick misses, so you can’t really use your emblems. Yay. -_-

Oh here’s another great thing. 6C and stance B BOTH COMPLETELY WIFF ON CROUCHING ROLL. So basically that means you can’t high / low mixup vs Roll. That’s stupid.

Anyway here are my roll combos I could come up with:

Easier one: 2A 2B (2 hits) 3C SJC j.A j.BB JC j.B HURRICANE THROW ~45-50% damage

Harder one 2A 2B (1 hit) C 46A dash B 3C SJC j.A j.BB JC j.B HURRICANE THROW ~60% damage

Overall, seems like a bad matchup for poly. =/

They made roll have a goodmatchup in this game. Gotta love capcom :slight_smile:

Anyway you can use polymars emblem grab or silide attack to hit roll.
If you connect with the slide you can emblem grab in some situations or shoryu-kick cancel her. Thats what i got so far

I say collect emblems anyways, so can use them for lv3 against roll if youre going for a quick kill (which IMO you should agains Roll since shes a pain in the butt for poly)

I found with his drill super if you kill the main character and input the command for the super right before the second character comes out, the drill will connect everytime. It looks like the drill crosses them up making them land on top of it unable to block. The drill hits them leaving the screen and it also leaves them on the ground when the drill comes back across the screen to finish the hits.

Emblem~A into Baroque combo is usually what I do. If you ever hit Emblem~B, just follow up with DP+C,C,QCB+C (XX 360+2 attacks will combo in corner).

When Polymar is your main character, there are some really powerful Team Super combos. When teamed up with Roll:
(Charge Back) A, B, 2B, C, f+A, immediately A+B, A+B, B+C~P

Pretty much anytime you combo Charge Back, Forward+A with Polymar, it’s a good opportunity to do a A+B, A+B, B+C~P team super (depending on the partner).

So what are some good setups for the ground throw super. I know it does a bit of extra damage, but I haven’t really been able to work it into my game. Most of the stuff i can think of, they can just jump out of.

I wonder if you could do grab super and if they jump out, do ippatsuman’s jumping grab super? That’s be pretty beast, no way to escape.

Thats actually a good idea. Everyone i play is starting to jump out of it so doing ippatsumans grab super would be good. As for setups with poly’s throw super i just do basic combos ending with assists then I do his throw super. Theres no way to escape it with the right assist.