Hurricane Polymer Thread

Im leaning towards Karas as a partner since his assist can still be used to get a wall bounce combo after it. Otherwise Ryu will be a back up.

Actually, it is possible to DHC after you do Polymar’s 360+2 attacks, but the game doesn’t give you a whole lot of time to input the command of your second character’s super (I’ve only had luck with DHC’ing into characters with DP+2 attacks [namely Tekkaman and Ippatsuman]. Basically, you want to input the command of the second character’s super BEFORE Polymar does the grab (like have him maintain the same pose he makes when camera zooms in on him before doing the grab). DHC’ing Polymar’s grab super can become useful if try to end your (air) combos with 360+2 attacks, but you know that the grab will absolutely whiff.

I could probably make a quick vid of this very soon as this may sound a bit confusing.

Does 6C combo into 3C?

Its a shame that super @ 0.48 is not in the game. Looks like it would of been easier to combo into.

:frowning:

No, 6C, 3C does not normally combo, but 6C~Baroque, 3C works.

Generally speaking, the standard ground combo (without using launchers) for most characters goes like this: A, 2A, B, 2B, C, 2C, 6C

Damn! That’s pretty awesome. Reminds me of Rugal from KOF.

But then we wouldn’t have that pose Polymar doing that crouching down with both his hands in the air.

Yup those are pretty much my thoughts exactly on who his good partners are. Ryu helps him get in and mix up better than karas, but Polymar as an assist to Karas is amazing for rushdown. Karas doesn’t help you get inside as well as ryu but atleast once you are in, he helps with mix ups like calling him and 6Bing under them during the confusion or what not.

Also holy crap at the polymar super that didn’t get put in. That looks like it would have been really useful. Wish they had left it in, that current car super is kinda shitty.

I like his current drill super. but then again I only use it as a DHC righter after the tornado part of Soki’s super, cause they’ cant safe fall or quick rise after they get hit by it so the first pass of the drill is guaranteed. :lol:

that super isn’t bad though, makes you wonder why they did take it out?
they did it with MM too.

6C and 2C is my new favorite mixup now (especially in the corner, where 6C_2C, 623+C,C, 214+C XX 360 degrees+2 attacks). BTW, it’s good to know 6C is an overhead; I never used it before until now!

6C is an overhead?!?!? Nice!!!

Btw his lvl3 has awesome invincibility on start up.

Does 6C combo from 5B, 2B, or 5C? And does it combo into 3C?

I know it combos from 5C not sure about the others. Also I dont think you can combo into 3C. That would be crazy lol but 6C into Baroque will do.

The combo I use is 6C 623C C 214C 360 super. Does maybe 40-50% off of an overhead. Only problem is it’s not hit confirmable and 623C is unsafe. Just gotta cover yourself with assist.

But yeah it seems like no one realized 6C was overhead, lol. It really doesn’t look like one.

Here’s a quick vid I just recorded of Polymar’s 360 degrees super being DHC’ed in to Tekkaman’s 623+2 attacks super.
[media=youtube]gCQ1VzXqkMc[/media]

Nice…

excelent. Ive been working on Polymar/Tekkaman since yesterday, that helps a lot.

Of course 6C doesnt look like an overhead…its an UPWARDS punch…how in the world could that be an overhead.

I guess its the same on Guilty Gear, where Testament crouchs to perform his launcher…thats an overhead.

You can combo tekkas “Make it rain” with the help of poly assist. That team has lots of potential (mostly because both guys hit like a truck)

^^^Yeah, Polymar and Tekkaman is my main team, too! I like getting Emblems while sending out Tekkaman as an assist. I get Emblems, opponent gets lasso’ed, launch into air combo.

you know what Ive been trying…something like

polymar, combo into wallbounce punch, call tekkaman and when the opp is flying at you perform the wallbounce punch again…i havent been able to conect it and im not sure if it will cause wallbounce (seeing rocks reflect or ryus joudan kick do not cause a 2nd wallbounce)

Combo into wallbounce punch, canceled into Tank + P. lots of fun there

Also ive got this crazy idea with Tekkaman. Combo into Spining SPAACE LAAANCE (charge :d: :u: + :snkc:) then call polymar when its about to end. and while he is kicking them, use the Lasso and then a launcher into aerial rape (dunno it that works, i cant test right now)

Something cool that I found with Ryu and Poly is that you can combo into his Super Tatsu and then DHC after maybe 40 hits into Poly’s ground throw, does great damage. I think the ground version does like 17000 where as the air version only does 10000.

Also yeah multi wall bounce punches don’t work, I tried that the other day. I was all YEAH I FOUND AN INFINITE. But alas…

Wonder if poly has any infinites? I have a couple of ideas I wanna try.

Found interesting stuff.

Now, yatterman-1 assist can be used with polymar to extend combos, its something like this:

:d::snka::snkb::d::snkb::snkc::snkd:

seems pretty obvious, but you must call yatterman after the :snkc: but the :snkc: doesnt have to come out when you input :snkd:. Ill explain. after :d::snkb: you press :snkc: and before the animation actually comes out you press :snkd:, then you dash and start the combo again. I never thought you could combo his assist while using polymar, I mean, the range is pretty long and with most characters its useless, the only ones I know it works are Karas, souki and Alex (you can get a near 100% on chars with normal defense and a 100% against chars with low def with Alex/Yatter)

Now im pretty sure his meterless BnB is:

on standing chars: :d::snka: :snkb: :d::snkb::snkc: charge :l::r::snka:, dash, :d::snka: :df::snkc: SJ, j:snkb:j:snkb: JC, j:snkb: :qcf::snkc: :snkc: :hcb::snkc:

oh, and try to get into the habit of baroquing after a chun kick instead of :snkc:, a bit more damage never hurts…except the opp.

Is there any benifit in comboing his air super with dp + C, C, qcb + C as opposed to just doing an aereal rave and connect his air super via a reset.