Any reason to use Yatterman over Jun, though?
well, besides Jun and Polymar having a poor team synergy.
“Of course you’d choose a younger girl over an old hag!”
Any reason to use Yatterman over Jun, though?
well, besides Jun and Polymar having a poor team synergy.
“Of course you’d choose a younger girl over an old hag!”
lol, but yatterman isnt old, so I guess it counts.
mmm yatterman and polymar have good synergy when it comes to HC.
Yatterman assist not only helps him to extend his ground combo, but also helps polymar to get in, because most people will pushblock polymar, so you call yatter and since his assist hits long range it gives you time to approach again with polymar. You can also do very dirty things, such as calling yatter early and make the opp believe he will hit them (which he wont) and go for a throw or a 360 if the opp isnt expecting, thats one of my tricks with yatter/poly
I know Yatterman’s not old (he’s not even old enough to get a driver’s liscence) But according to Polymar in the dubbed Time Bokan OVA…Jun is, lol.
I just find Jun’s assist to be a bit easier, but yeah, it comes at the cost of them making a mediocre team.
They both do roughly the same amount of damage, at least as far as I can tell. I always find myself using 623C,C,214C more than the reset, mostly because it looks flashier. Just do the reset if you want to win.
BTW, I’ve perfected the unblockable Drill setup. It only works in corners, and even easier to set up if you defeated the first character with the 360 super since the body flies so high up before it hits the ground. Once you defeat the first character, the second his/her body lands flat on the ground, input A+B,A+B,B+C and you should hit the drill and get many hits on both trips.
So why exactly is it unblockable again? It’s really cool that he can do this though.
^^^I don’t really know why, but I noticed that when it does hit, it’s not the drill that makes it unblockable, but more like the windshield of the drill. Or maybe just the tail-end of the drill. Either way, people I’ve played whom I’ve done the unblockable on never fail to get hit by it.
Another thing: the drill can fully OTG combo on Hakushon Daimo since his rolling is slow.
I was a victim of this and couldn’t figure out why. That’s some nasty stuff! :looney:
I think it has something to do with it being a super fast crossup that no human player can ever hope to block correctly except for dumb luck.
I’m having a real problem against Jun the Swan. Her C.Wk seems to have tons of priority and is super quick, and her damn crazy quick overhead attack shit is took confusing to keep up with.
Her C.Wk jab beats my C.Wk kick 100% of the time.
^^^C.Wk?
Jun’s overhead isn’t as crazy as Polymar’s 2C/6C mixup. Just mix them anytime during a combo and combo with 623C,C,214C (XX 360 Degrees+2 attacks).
One more reason to use 623C,C,214C in an air combo over the reset: builds more meter!
oh yeah you definitely want meter when playing polymar.
ive been trying to do the wallbounce punch into the combo that appears here
[media=youtube]gMl4TTHoHso[/media]
obviously omitting the combo at the beginning and doing wallbounce punch instead, and then jump into that combo. Guess it could work in the corner but im not so sure if you could do the WB punch, then dash and jump. (sound more damaging than dash :d::snka: :df::snkc:)
Crouching Weak Attack. As in, her rapid fire hard to approach jabs that my Crouching Weak Attack can’t beat.
Jun’s overhead is a hassle but it can be blocked with enough practice, but her normals and quick specials are quite a bother for me.
^^^Hmm… I IAD j.B/j.C or using your assist would be your best bet.
I’ve been using 6B as a dash alternative if I ever see any punishing opportunities. You can dash, 6B, punish or mash 6B until you’re within range to punish.
Polymar can combo off of mega crash in the corner:
Mega crash, 2B, 5C, 3C, sj.B, double jump~j.B, j.B, 623C,C,214C XX 360 degrees+2 attacks
Mega crash, 2A, 5B, 5C, 3C, sj.B, double jump~j.B, j.B, 623C,C,214C XX 360 degrees+2 attacks.
Reset will work fine, too.
I’ve been finding some rather flashy corner mega crash combos that involve 623B,B,214B (I actually find 623B,B,214B to be more reliable here than 623C,C,214C [which is better in air combos]) with Ippatsuman and Doronjo assist (Doronjo assist is actually a lot more reliable since her assist stays out there a bit of time, but Ippatsuman is the other of half my main team). I could post vids later.
A few combo examples:
-IAD j.B, 2A, 5B, 2C, 5C, 6C, 623B,B(~P to call Ippatsuman assist),214B, 5B, 5C, 623B~Baroque, Mega Crash, 5B, 5C, 3C, sj.B, JC, j.B, 623C,C, 360 degrees+2 attacks (grab reset)
-IAD j.B, 2A, 5B, 2C, 5C, 6C, 2C/6C~Baroque, j.A, j.B, JC, j.B 623B,B(~P to call Ippatsuman assist),214B, (charge back) 5B, 5C, forward+A, 2A, 5B, 3C, sj.B, JC, j.B, 623C,C, 360 degrees+2 attacks (grab reset)
Now, I found some mid-screen stuff with Polymar w/Ippatsuman assist that doesn’t require mega crash and still does 20,000 (not including throw resets; but if you do, you can do at least 30,000). Baroque optional anywhere before you start doing the 623B,B,214B. When Ippatsuman assist hits, enemy should get hit towards Polymar (as opposed to fly in the same direction as Ippatsuman’s assist).
IAD j.B, 5A/2A, 5B, 2B, 5C, 6C/2C, 623B,B,214B~P (for Ippatsuman assist)~charge back, 5C, forward+A, dash, 5B, 3C, sj.A, j.B, JC, j.B, (623C,C,214C, 360+2 attacks/reset of choice/j.C/236P)
I’ve been trying to pull some megacrash combos… but haven’t really got something worthy…
I’ve done whatever into launcher (in corner), :snka:, :snka:, :snkb:, :snkb:, jump cancel, megacrash.
on the way down, you can :snkb: then land and get :snka: or :snkb: to connect without much trouble…
I’m searching for a string where I can Baroque and get a good damage from, but nothing seems to be really effective…
I’ve done: :snka:, :snkb:, baroque, :snkb:, launcher, bla bla bla… but I really think that something can be better… Any Ideas, vids? or should I just forget about it?
I’m trying to use Karas and Polymar as my main team.
Megacrash combos in corner: I don’t think Polymar can really implement megacrash during any of his air combos and continue on the way down like Karas can. When my opponent is in the corner with less than two bars, I let them get a few hits on me, I megacrash, then (charge back) 2A, 5B, 5C, forward+A, 2A, 5B, 3C, sj.B, JC, j.B, 623C,C, 360 degrees Super (reset).
Polymar’s 236A/B/C (their all the same) is his best string to baroque off of on standing opponents (hits will miss if you ever do 236A/B/C on crouchers). After baroque’ing after 236A/B/C, go right into 5B and continue your combo like normal.
Note about emblems: I find the best way to get emblems fastest is 214A/B/C, C. The dash portion of the “grab” has the least lag of the 214A/B/C variations, you won’t have to safety-baroque if your opponent reads the emblem low/overhead, and gives Polymar some mobility. As long as you do it as far away from your opponent as possible with your assist covering you, you should have time to react to their attacks and not risk getting hits and have no problem racking those emblems for extending 236A/B/C combos or using Polymar’s invincible-startup level 3 super.
You can crossup your opponent with 214A/B/C, C after you killed off one of the characters, then “dash” right under them with the emblem grab (which should miss). This instant crossup works better midscreen. If you’re in the corner, might as well go for the well-timed Polymar Drill unblockable!
I have some vids posted in the Mecha Gorilla Vid Thread. I recently posted some damaging combos that involve using your assists, but basic stuff is used to rack up more damage with more advanced stuff.
Notes on Polymar after yesterday’s tournament:
-Against Giants: 360 Degrees+2 attacks super is a great way to deal damage. Just do it when ever the giant is in Polymar’s face and has done a laggy attack (ex: blocked PTX charge back, forward+A/B/C). Polymar’s level three super is even easier to connect when the giant is on a rampage (great against low-to-ground PTX j.C)
-On Resets: j.B, j.B reset guarantee damages. Aerial 623C,C “reset” does not guarantee damage as some characters do some special attacks to prevent getting grabbed (Ryu has Tatsumaki Senpuukyku, Morrigan has Shadow Blade, Karas 623A/B/C, etc…), but depending on the attack your opponent does, you can bait them to use up their bar (when he/she megacrashes) or cause them to fall down to the bottom part of the stage and you can probably punish or force them to sacrifice Baroque in order to “safely fall”. If the character gets hit by Polymar’s aerial 623C,C, they pretty much need a decently fast aerial attack with some sort of mobility to have a chance to get out of the grab reset, but risk taking damage via punishment. Characters that may have difficulty getting out of Polymar’s aerial 623C,C reset: Doronjo, Souki, Roll, Saki
Ok, so this is probably already known, but I found something rather devious with Polymar’s command grab and a Tekkaman assist.
Now, we all know that Polymar’s grab can be teched, right? Well as a PTX player, I know that when the opponent is in the ‘teched’ state, they cannot block in the air, and are only able to use special moves.
If you use a Tekkaman assist right before using Polymar’s command grab (pose + 5C) you essentially will deal damage to the opponent whether they tech or not, because even if they do tech, Tekkaman will grab them out of the air with his lariat and there’s nothing they can do about it.
Jun also seems to work pretty well too.
^^^Or Mega Crash to corner combo ;P.
Main part of a fancy and damaging Polymar with Ippatsuman assist combo I’ve been working on:
5B, 2B, 5C, 6C/2C, 623B,B,214B ~ BRQ, manual forward air dash, j.B, 623B,B,§214B, (charge back) 5C, forward+A, forward dash, 5B, 3C, sj.B, JC to j.B, j.B, 360 degrees super grab reset (if baroque is 10% red life or less)/j.B, 623C,C,214C, 360 degrees super grab combo (if baroque is 20% red life or more).
Will get vid up soon.