Hmm yeah that setup seems to work with karas’s assist. Dunno if they can jump out since I don’t have someone to test with but it looks good.
On thing I like to do with Karas assist is block string into karas while canceling into emblem, then immediately dash grab them as they block. If they can jump out (haven’t had it happen yet), emblem B anti air’s them. Pretty good mix up IMO. Oh and if you do a team up super with karas with the grab super, if the grab misses, they’re stuck blocking karas all day so you can mix them up for free.
The thing with ippatsuman doesn’t work since it seems you can’t cancel the grab into other supers.
edit: Found something pretty cheesy with karas team up super. Depending on how you space the move, sometimes if you team up with poly’s throw super into karas circle shit super, you might get the throw, or you might get karas’s to hit. As I said before if they block the karas super and don’t get thrown, they’re blocking fo ra good 5-6 seconds where you can just dash up and repeatedly command roll through them and try to mess with their guard, or do random high low mix ups. Very difficult to defend. Also if the throw DOES hit, Karas hits them while Polymar does the hurricane, so it ends up doing 23k as opposed to 18k. Overall, very nice tactic.
oh yeah I’m not sure if you guys knew this or not but Polymar’s Lv3 super resets the combo meter.
The 1st hit doesnt count towards a combo, so the rest of the super is all thats counted on the combo meter.
This would mean that’s its not prorated if you combo it, correct?
(it still loses damage because you cancelled into it though.)
Ive been trying to use Kens assist to extend polymar combos, but I cant do anything if I do :snkc:, :snkd: because the stun of the boomerang is kinda short…unless im missing something. care to try that for me please?
why don’t u guys do crouching combos if u have problems comboing crouching characters…combo into a launch and with the air super does half life with no baroque and it’s easy and practical damage
Because he is Polymar and we expect no less than near 100% combos?
no but seriously, :d::snka: :d::snkb: :snkc: charge :l: :r: :snka:, dash :d: :snka: :df::snkc: SJ, :snka::snkb: :snkb: Jump, :snkb: xx 360 + :2p: seems the ideal combo for crouching people. I think you can add an entra j:snkb: before the 360 super, but it might not work on smaller chars like Roll or Joe (you should try to kill both ASAP)
Other than Ryu and Karas what are some good characters to pair up with Polymer, not just to expand his combos but to also for his partner’s combos. The problem I am having with Polymer’s assist is that it doesnt keep the opponent grounded so its sometimes hard to combo into. Then again I am using a SC2 Hori for the GC
Jun: Helps her to combo Mirage Swan. Jun assist extends his combos
Ken: Helps him to combo his lv3 and as shown in the YT ken combos, works fine with Ken corner combos. Still trying to figure how to expand combos with kens assist
Joe: I think it helps him to combo Six machine cannon…but im not sure.
Batsu: Well it doesnt help him that much. But batsus lv3 is double zenkai guts upper if you have polymar as a parter. You can super jump and do a little combo after it.
Tekkaman: help to combo beam super I guess. near a corner tekkaman can bring the opp to you after wallbounce punch, saving you the trouble to dash. You could get full hits of his tank super after tekkaman pulls them to you (needs testing)
Morrigan: Comboes the missile super with his help. Polymar extends his combos with her assist.
Roll: Polymar gives her time to do healing (which is good I guess…I dont play roll)
Souki: I think you can get a lv2 lighting sword if you time polymars assist.
for the rest, else they dont need polymar assist (because they can combo their own stuff without him) or I havent researched enough.
any help is appreciated.
PD: Id say the best assist for polymar is definitely Ryu, because he extend his combos, Shinku hadoken gives him plenty of time to combo his tank super if you do VHC.and Ryu…well its ryu, he can hold his own without an assist and the guy is plain sick.
Actually no, I tried to combo but, the kiss doesnt reach the opp when im doing the combo (its too damn slow) making it near to useless.
polymar could do something for doronjo…yes. hold them in the air a bit, so her summons could hit them (im guessing in the corner you could do a combo, then call polymar and do the exploding tree that could give you time to do that freaking long combo that was posted on nice)
Thanks dude. I noticed the lvl3 Batsu super too but can you super jump after it? Didnt know that. Do you press up or actually do d, u to super jump after that? Also when playing arcade mode I after my Polymer got defeated and then attempted a lvl3 super with Batsu I couldn’t get it to come out. But that could be the shitty Hori’s fault :chainsaw:
It comes out, its just that instead of the chars that died, a ghost of batsus partner appears and perform the super with him…I dont recall any damage diference if your partner was alive or dead.
And yes, you have to super jump after zenkai guts upper (lv1 or lv3). You can do something like super jump, :snkb: jump, :snkb: :snkb: Divekick x2
I use Polymar’s assist to catch ppl in doronjo’s lvl3.
Do the standard combo or just 5B, 5C, P. As soon as polymar comes out use her lvl3. Its 100% gaurenteed tp wprk if you pulled it off right. Works outside corners and definatley in corners for a good 20k
Man pushblock completely rapes polymar. All his stuff is so short ranged that if they push block you on almost any normal and you’re already committed to following it up, you’re gonna be punished. His mix ups aren’t so hot either since it’s apparently pretty easy to break his grab from stance. Kinda disappointing.
I guess that makes up for his ridiculous damage though. If you have baroque you’re probably gonna kill the other guy.
edit: had some more experience with him tonight and learned some stuff. 6C is good if they push block you since most people don’t push block from standing, so you can mix that in when they get happy pushing you out. Stance grab is easy to break so use it sparingly. Polymar’s approach is HARD vs a lot of characters, but if you pair him with ryu, he can get some really nice ass mix ups going. I find him really difficult to play without the ryu assist, but with it he actually gets damn nice and has a viable way to get inside.
If you get push blocked you can cancel into his overhead (6c)… maybe use the assist to cover your tracks if they block that as well… and 6B is good for this situation as well.
Only problem with 6B is if they react quickly they can 2A you out of it. I remember when we were playing I did that to you a couple of times. Kinda risky but I suppose you could cover yourself with an assist. Is 6C unsafe on block?
Found some sweet shit with Poly today. He can be used to beef up the air combos of your other character. Just combo, launch, short air combo, 236P, Poly j.ABB, dj.BB, throw super.
Basically, for two meters, you can turn any air combo into a Poly air throw reset.
Yeah he’s pretty good for that. I really need to play some people to get the best out of him all Im doing atm is just mucking around with his combo’s and his assist.