I tried to make the combo that you are talking about around 2 months ago. I couldn’t get it to work, but I did come up with some other stuff. What I think I started to use for getting the crossover Round Trip without using a ground bounce was: Round Trip > c.H > S > SJC Judgement Cut > c.H > Stinger > etc. The setup itself was actually very consistent, but of course I ran into character specific problems and whatnot. I gave up and just started finishing with c.H > Lunar Phase > c.H > Stinger > crossover Round Trip. I don’t think the other combo is really worth the effort honestly, it’s going to result in a dead character either way.
What do you get out of saving the groundbounce? I can’t really come up with anything practical, other than hard-tag combos for the sake of fanciness. The most damage you get out of it is a 2C into Lunar Phase anyway, no? If you just do round trip, 5S,5H, (delay) Judgement Cut, 2C, Lunar Phase, 2C,6C, round trip, you get the same damage, and it’s considerably easier than trying for the 2C,6C right after the Judgement Cut. Unless there’s something midscreen that gets you a lot out of that groundbounce that I don’t know about, of course.
Ok so just off the top of my head.
If in corner: :l:,,:h:,:f:+:h:,:dp::l: (hold for trip)xx:h: (trick down),SJ, j.
,j.:h:,j:d::h:,Call OTG assist(preferably wesker),release round trip,:s::h:,:qcf::l: (hold for trip),c.:h:(omit if necessary), :dp:
, c:h:,:f:+:h:(wall bounce so they go over you), release trip as they fall down,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:
, release trip, c:h:,:qcf::l:,c:h:,:dp:
,:df::h:
Out of corner:
:l:,,:h:,:f:+:h:,:dp::l: (hold for trip)xx:m: (trick down),SJ, j.
,j.:h:,j:d::h:,Call OTG assist(preferably wesker),release round trip,c:h:,:qcf::l: (hold for trip),c.:h:(omit if necessary), :dp:
, c:h:,:f:+:h:(wall bounce so they go over you), :qcb:
,c:h:,:dp::atk::atk: (hold for trip), :dp:
, release trip, c:h:,:qcf::l:,c:h:,:dp::atk::atk: (hold for trip), :dp:
, release trip, c:h:,:qcf::l:,c:h:,:dp:
,:df::h:
Everything in bold can be replaced with lunar phase into high time if you’d like. I like to use only 2 bars per combo because I think it’s the most efficient way to do damage and conserve meter considering the fact that this combo builds a shit ton of it. But you can easily skip the sword loop part and go into dhc if that’s what you’d like.
Well if you read what I just posted above, you get another round trip loop for saving your groundbounce. Round trip->SH->judgement cut->cr.H->SH->round trip works. It allows you to do 1 mil for 2 bars while gaining 2.7 in the process, (of a 2L->5H) which is why I’m trying to iron out this combo so much.
Yo Dark. I’m retiring from Ultimate so if you or anyone else wants to take over and make a new thread I’m fine with that.
Oh sorry, I missed that. Cool idea, I hadn’t thought of that yet!
It’s not a huge deal though, at least not with my team. When I save the ground bounce for another round trip loop I gain ~2.2 bars and do 660k before spending any meter, if I just do 2H, 623M and then go for the wallbounce it’s still ~2.1 bars and ~640k. Considering how damn inconsistent and character-specific the 2H,6H is after a Judgement Cut, I don’t think that’s worth it.
I have Arthur daggers for my assist for Vergil will that work out? (I can’t really hit the lab atm)
Would that team be…any team with an OTG assist?
LH6HS->sj.MMH2H->otg assist->round trip->SH->judgement cut L->2H->lunar phase->2H->6H->round trip->2H->judgement cut L->2H builds about 1.6 bars and does about 540k.
LH6HS->sj.MMH2H->otg assist->round trip->SH->judgement cut L->2H->6H->round trip->SH->judgement cut L->2H->SH->round trip->2H->judgement cut L->6H builds about 1.9 bars and does about 604k.
So the difference between the two is about 1/3 bars and 60k damage before using meter or additional assist extensions.
So yeah it’s not as big of a deal as I originally thought. Still gonna keep practicing it though, considering I’ve got nothing better to do <_<. Worked Weasel shot in for another round trip loop too (this one is strictly combo video status though. Man it’s awkward). 2H->call weasel shot->SH->round trip works early in combos (like…no more than 1 round trip loop before hand), but it’s super finicky. Cool to get 940k for 1 bar putting it all together though.
Maybe I should work on resets instead of combos for a while. Vergil has some nasty stuff with weasel shot. Like SH->call dante->st.L->M/L teleport->cross under vs fake cross under cr.L. On M teleport you can even double cross under (wtf?). Not sure what other assists this can work with.
600k meterless is pretty legit. Put them in a reset for meterless death and you can screw over the next person that comes in with your extra bar. I think 60k and 1/3 of a bar is worth practicing. Is it actually inconsistent, or is the timing just character specific due to fallspeeds etc? I wouldn’t mind such a combo if I know the chance of follow up is not random (acid rain combos are annoying for this reason).
Kinda, I use Viper bk assist to get one SHS without using my groundbounce, and missiles for the otg. What I’m working with then currently looks like this:
L,H,6H~P1,S,H,236L/M, M,H~P2,S, sj.MMHS,tk roundtrip, S,H,236L, etc.
I am tempted to somehow work out how to get your version consistent now as well, but even when it appears to me that I got the height right with the 2H, the 6H sometimes just seems to miss for no reason.
If the 6H is missing…all you have to do is delay it a little (I do this on reaction quite a bit). You can even tell quickly you need to do the 6H based on how high they were when your 2H hit them. The bigger issue I’ve been having is judgement cut hitting differently based on spacing/character size, making it hard to time the 2H. I found a spacing that’s mostly consistent though (I put them literally in the corner and call my otg assist->back dash round trip->delayed SH and it’s been working pretty well so far)
The timing is character specific. Judgement cut will juggle them differently depending on their size and fallspeed, as well as how far they are from the ground and how far they are from you horizontally. That’s a lot of variables to try to control, which is why I’m having issues.
My extra round trip extension isn’t even the issue. Cr.H->SH->round trip is really easy and I’ve been hitting that part consistently. It’s just getting the wallbounce cross under without the help of Lunar phase ground bounce that’s an issue. As long as I can get judgement cut to hit 2 staggered hits or more I can technically get the cross under, but timing the cr.H for 2 hits vs 4 hits is pretty different. Gotta find a consistent setup that I can then break the cast up into groups for (ideally the same setup would work on everybody, and the groupings would only be how many times judgement cut juggles certain characters with the same setup).
Yeah, I’ve realized that, but sometimes it looks like the 6H should have hit, but it whiffs anyway. They fall right through. That’s what it looked like to me right now anyways, there’s probably some minor adjustment to be made that fixes this that I’ll hopefully catch on to after a bit more lab time. What I found worked pretty well for hitting the 2H was delaying the judgement cut quite a bit, just gotta be careful with the heavier characters.
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This gave me a headache perfecting it but man it sure looks great.
That combo does look pretty cool. Not too efficient, but I’d love to use it to just style one somebody while not throwing all of my resources at them lol.
And you are right it isnt very efficient. Anything from Rapid Slash into Spiral Swords is almost inefficient to do starting either at 33k dmg or 66k dmg. The damage decreased is silly and from the combo vid if you use 1 meter as you gain 1 meter is about 500k which is pretty good for free damage overall. The combo from 1-60 hits is very worth it unless you have the bar to kill anyone with 900k or under. This is the best way to do damage from the Rapid Slash from Spiral Swords cross up
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vergil ground bounce was reset??
notice the ground bounce was already use from deadpools part @ 0:08(or at least i think thats ground bounce, sorry i dont know any of deadpools properties) but then @ 0:22 no ground bounce obviously cause it was used, then continue to 0:33 and we get a ground bounce 0.o
Sorry im just confused as hell as why the earlier lunar phase didn’t ground bounce but the later one did, also if this is somehow common knowledge or something then i apologize lol. Just want to know why that happen
EDIT: sorry someone told me deadpools assist resets ground bounce apparently
what is the easiest way to get the first hit to start a combo
c:l: (hold for trip),c:m:,c:h:,:f:+:h:,:qcb:, :h:,:s::h:,release trip,:s::h:,:qcf::l:,:dp::atk::atk: (hold for trip),backdash, :dp:
, release trip, c:h:,:qcf::l:, :dp:
, :df::h:,:qcf::atk::atk:.
That’s… the entire game. You’ll basically learn that through playing.
Why do I have so much trouble with this.
spiral swords (after a basic combo into otg) helmet breaker>release round trip>quick :s::h:> :qcf::l:>round trip returns>lunar phase>:df::h: etc.
Every time I go for the lunar phase either the :qcf::l: doesn’t let it come out or it drops. Is there a specific timing.
Even more importantly is there a better follow up to spiral swords.