I’m trying to replicate this and I cannot figure out how to do it. More specifically I’m trying to do the extension with dante starting at 0:12 ending at 0:16
I’m having 2 problems with this.
How the heck do you get round trip fast enough to use for when dante comes out?
2.What is the timing of the release for the second round trip?
He did the round trip glitch to keep his charge (release round trip during the hitlag of a normal and quickly hold it again to keep the charge).
The timing for the release of the round trip is just shortly after you jump, so that the round trip is hitting them as jam session is finishing. His version was slightly different from mine though. I call Dante slightly after the cr.H, rather than simultaneously, and delay my st.S more. This makes them get hit by jam session lower, so you don’t have to jump as high to hit them with round trip, making the cr.H link easier.
Weren’t you trying to replicate that particular combo?
If not, there are various ways to set up the round trip glitch, including using spiral swords, assists, SH, ect. It’s honestly not that useful in combos though.
No I was trying to implement a certain part of it into my favorite combo which is this.
:l:,,:h:,:f:+:h:,:dp::l:(hold for trip),:h:(trick down), SJ, :h::s:(now in corner),,:h:,:f:+:h:,wait, release trip as they fall,c:h:,:qcf::l:,c:h:,:dp::atk::atk: (hold for trip),:dp:,release trip,c:h:,:qcf::l:,c:h:,:dp::atk::atk: (hold for trip),:dp:,:df::h:, Optional maximum bubbles
I want to use that dante extension right by replacing…
:l:,,:h:,:f:+:h:,:dp::l:(hold for trip),:h:(trick down), SJ, :h::s:(now in corner),,:h:,:f:+:h:,wait, release trip as they fall**,,(c:h:,:qcf::l:,c:h:,:dp::atk::atk: (hold for trip)),**:dp:,release trip,c:h:,:qcf::l:,c:h:,:dp::atk::atk: (hold for trip),:dp:,:df::h:, Optional maximum bubbles
this bolded part with the dante’s assist extension. But instead of going into lunar phase after the c:h: in the extension I would go into spiral swords in order to continue the combo. Does that make sense? Oh I use dante(jam session) vergil(rapid slash) deadpool(quick work)
Well if you’re trying to fit the jam session extension in that combo, there are a couple ways you could do it.
After the sj. MHS, you can do the Dante extension since you’ll have a fully charged round trip. Do cr.H+call jam session->(slightly delayed) S->j.round trip (as low as you can get it without being grounded)->SH->judgement cut L->cr.H->6H and continue the rest as normal. This is the corner version btw. Mid screen replace SH with cr.H and go straight into spiral swords after judgement cut L (omit the cr.H)
Insert it after a spiral swords->round trip combo.
For example, spiral swords->lunar phase->round trip->SH->judgement cut L->cr.H+call jam session->(slightly delayed)S->j.round trip->cr.H->judgement cut L->spiral swords. You could replace the judgement cut with Lunar phase if you don’t want to keep going into swords loops. The reason you need SH here and not cr.H is because you need the judgement cut afterwards to hit more than once so you have time to charge round trip.
The thing is, midscreen the combo is pretty annoying because of all the conditions you have to meet. The opponent has to be really close to the ground when your launcher hits, and jam session has to hit almost immediately AFTER the launcher. While there’s technically nothing random about it, things like judgement cut hitting weird or being slightly off when spacing your SH can make the jam session extension a nightmare.
Save yourself some frustration and just do this extension in the corner if you can.
I’d been trying so hard to figure out how to get SH->round trip in my combos starting from no charge and without gimping my spiral swords combos. Found that you can get a round trip glitch with 2H after a lunar phase in spiral swords combos, but it’s hella inconsistent. Then I found…VV
You can do spiral swords->lunar phase->throw round trip->SH->judgement cut L->**2H->(delayed)**SH->round trip->2H->judgement cut L->2H->spiral swords. So much effort and all I had to do was make my combo a little longer and not bother with round trip glitch lol.
Made a new bnb with it.
LMH6HS->sj.MMH2H (now in corner)->otg assist (I use X23’s ankle slice)->walk back a little->round trip->(very slightly delayed) SH->judgement cut L->2H->6H (cross under)->round trip->2H->judgement cut L->2H->spiral swords->->lunar phase->walk back a little->round trip->SH->judgement cut L->2H-> delayed SH->round trip->2H->judgement cut L->2H->spiral swords->->lunar phase->walk back a little->round trip->2H->judgement cut L->Lunar phase.
Reasons to even bother with this over the easier combos.
Meter gain (which is very fucking useful for turning random hits into deaths as you’ll need the extra meter for that) This combo builds 2.7 bars and uses 2 to deal 1 mil. Off of strange or scaled confirms the extra round trip loop will almost give you the required meter for another spiral swords loop to ensure you kill them (0.3 meter required for 3 spiral swords loops)
and
2.TECHNOLOGY BABY! Feel like a boss doing combos that do take a little work, but are obviously superior to what most people are doing.
Tried it out on Viewtiful Joe, Hulk, and Doom so far and it works fine on all of them.
Can’t believe I didn’t realize this till now but…you don’t need spiral swords for this. Any time you can combo into a close round trip, you can do SH->judgement cut L->2H->delayed SH->round trip. So you can do this straight off an OTG assist or a wall bounce and build a bar before your first spiral swords loop.
Yay.
It also means that you can insert in a lot of different places to account for screen position. So good.
Ummmm I don’t use Vergil but I’m really down to try him so I have a couple of questions.
I’m assuming instead of going into spiral swords the first or second time I can just do lunar phase, and follow that up with :df::h: super.
Also how can I implement Weskers otg or felicia’s otg into that combo?
Ya you can do lunar phase in it’s place and follow with :df::h:
And you can easily combo with weskers otg assist. Any time you cause a hard knockdown you can call the assist and if you have round trip charged then you do that as they pop up from the OTG into something like c:h:,:qcf::l:,c:h:,Swords or lunar phase. Or whatever. I’ll try to make a full combo for you tomorrow. I just got done with a major in my area so I need rest.
Are you talking about my combo? Yeah you need to still have your ground bounce for this combo meaning you’ll need and otg assist.
Also I’ve been having some consistency issues with my combo, specifically when trying to get the wallbounce cross under. It’s really, really easy to get the cross under off like Lunar Phase ground bounce, but when trying to save my groundbounce I have to depend on judgement cut->cr.H->6H, which is where my issues are stemming from. If I go round trip->cr.H->judgement cut->cr.H->6H, judgement cut will only hit once (extremely consistent), but I won’t cross under some characters (had problems crossing under Zero for instance). If I go round trip->SH->judgement cut->cr.H->6H, judgement cut will hit multiple times (is consistent everywhere but the fucking corner fml), but I’ll be much closer to them and the cross under becomes much more consistent.
I’m trying to iron out the SH version because it is the most damage and meter gain, and the cross under being consistent is nice to have. Also working on spiral swords->rapid slash for corner carry (only works on the first swords loop and only after two round trip loops at most).
No, but you’ll need some other assists to keep S,H from causing a groundbounce or the corner if you want to get damage that is actually worth something.
Just end the first part of the combo in j.2H, call viper, release roundtrip, etc. Same as with most OTG assists.