Thanks NSR. I’m not sure what the jump loop version looks like. I’ve tried it out and I can’t get any sort of starter working on it. I like the 22S.M starter though. It makes the infinite more consistent for me.
In madbeast most people seem to just press buttons against me, since they think I can’t block. So I either get thrown or launched or whatever. I’ve tried putting people into blockstun before, but it doesn’t work out very well sometimes.
Hi, J. Sorry for not have mentioned your notes on my video from the start it had been spread. But I’ve just added that your notes were much important to it. I mentioned Lex and Lamuness on video description, by the way.
Thanks Paulow, you didn’t have to but that’s awesome
I’ll be rocking Jill @ Evo for the first part until I hit loser’s bracket. She’s still too unrefined for me to play in loser’s.
I was messing around with Ika’s resets yesterday and noticed that without Sent, her mixups lose half of their potential because they don’t cover both sides. Some resets are better than others when they back tech, or when they forward tech. But it seems like she has the best options when they back tech off of a soft roll.
With Strider assist, it helps out but it doesn’t cause as much block stun as drones does. What do you guys use for forward techs? I’ve been pretty good at reading which direction they tech and then teleporting behind them and hitting c.L, but outside of that, is there anything stronger that I can use?
I just try to react. Also I vary how i let them tech out, it’s not always a roll, sometimes after the cartwheel bounce 22S 8S then jab to let them air tech and follow them up, or let them roll out without hitting them again.
I’d rather not let them tech in the air. She doesn’t have many good options from that, as well as I tend to get air thrown or random air attacks, or even dashed out of my following mixups.
maybe its just me, but that combo doesnt seem to work on wolverineIm having a hard time connecting the second somersault. I can do it fine other characters though (doom, vergil, mags, etc)
also, what exactly should I be going into for a corner combo ? Hit confirm into a corner combo I mean
You would have to land the Arrow Kick on someone in the corner so that they don’t wallbounce too far away from you to land H Double Knee Drop for the super ground bounce. Without the corner, there’s not really anything you can do from Arrow Kick.
Your options after a raw Arrow Kick vary on screen position and hitbox position. In most cases a raw arrow kick will net you just the wall bounce that you can do much off of. However, if you manage to get some of the back hitbox at a specific height, you can use the Arrow Kick glitch and combo afterward.
The Arrow kick glitch is basically the foundation for Paulo’s BNB.
Once again, forgive me if any of this is inaccurate. Don’t play much.
Oh dear, that is definitely an issue. I was attempting to work on a mid-screen raw tag after Chireitou and was trying to use Arrow Kick because it moves Jill so far forward. Does Jill have any way to continue the combo if the opponent is full screen, at normal jump height, and not against the corner?
im pretty sure the only way you MIGHT be able to do something is to do arrow kick > L DKD > then try to dash forward and get something, but I doubt its possible…I mean MAYBE considering theyre higher than normal when they are hit, but Im still skeptical. Try it out though! Let us know if you find anything =)
Also, just curious but when flip kick loops, how many should I do to keep my combos stable? 2 flip kicks? can I push it to 3 flip kicks and have the combo stay stable? im hit confirming with s.MH > b+H
I don’t recommend it, because the enemies often jump different and jump out of the combo. I guess Jump Loop > Cartwheel > Machine Gun Spray is the better option for happy birthday combos. Guaranteed damage. NSR may correct me, though.
There’s a lot you can do with Happy B-days. The main concern with happy b-days is that you want BOTH characters to stay in the combo. Therefore you’re going to have to gauge the characters who you are attacking. You shouldn’t do Jump-loops if you got a happy birthday on Sent and Rocket raccoon because their character size/height difference will make one of them (or both) falling out a real possibility.
Flip loops/Cartwheels allow you to gauge character sizes a bit better. If you think one is falling out you can just go straight into a feral Roundhouse then get them back at the same height.
If you DO have two similar characters like Ryu and Chris in a combo then, by all means, go for a jump loop. Just watch what characters you are attacking.