Another thing you can do is go 6b4b, calibur exection, baroque and then combo that into a snapback.
comboing snapback naturally from 6b4b with baroque also allows you to baroque the snapback on hit, then you can drop your rocket on the other character as they tag in for a reset.
The rocket, I’ve seen beautiful things with that but its where I lie with the weakest use. I rarely use the rockets for anything other than the lv1 super and then only if I have two. I do like that idea though, opening a switchin with the rocket is quite effectiveand a good setup for other fun times. I’m also trying to further investigate uses of the megacrash. It seems like it has it’s uses aggressively, albeit more towards the end of a match than earlier on for obvious reasons. That diagonal knockback seems useful, and it could potentially allow another baroque in the same scheme, I believe, by giving you some more redbar to work with.
The rocket is absolutely vital for winning with PTX. You shouldn’t be afraid to use the level 1 with a machine gun + rocket either. The rocket is the whole reason he’s able to turn matches around and survive against double team characters.
And don’t use the megacrash aggressively. It scales damage horribly and PTX needs that meter and life for other things. And no, it doesn’t allow for double baroques.
So I have seen with practice. I have found one nice thing. You can cancel a 2C out of a 5C’s first hit and cancel that into the Caliber execution and from there either into the LP or TC, both of which are over half a lifebar of damage. It’s a much more reliable setup than the grab I mentioned, but you can’t get as many hits with either.
Another thing, has 3C-> j5B-> j5C ever connected for you? I can’t pull it off but it was recommended to me. And that timing on the caliber execution from the 6B-4B is hard, my fingers fumble over it so I might just stick with the riot tackle. I also can’t seem to do more than one set of 236AT moves anymore, does it feel like the multiple firing of each gun is gone now?
You can definately fire the guns more times than once. The timing on it is just tricky but I actually haven’t noticed a difference from CGoH.
caliber execution from 6b4b is usually a better choice in the corner since it does more damage. tip: calibur execution is much faster than the tackle, so you can take your time charging it and release it later than you would a tackle. It’ll still hit them if you did it right.
I will have to experiment with it. It hasn’t worked well anywhere but the corner for me unless I hit it out of a 2C, it is very fun to baroque out of into other fun times, though.
I’m trying to make a video myself, I wanna put up a decent PTX video exemplifying his BnB’s in the least, as well as some other options he has out there.
I finally got 2B, 6B4B xx A-Riot Tackle to connect mid-screen. I was charge buffering incorrectly before. I don’t know if 2A, 6B4B xx A-Riot Tackle lets you charge long enough, I’ll keep messing around with it.
That would be fantastic. Do you have a Youtube channel I could subscribe to?
I may have to change that corner combo. It only works if you charge the tackle fully prior to releasing the 6b4b, which is not going to hit the opponent often.
Something worth paying attention to: I found out that any time you tag the opponent with a 5A while they’re airborn, you can cancel that into 6b4b and it’ll probably combo. For this reason you can sometimes combo from 6b4b near the corner into B-tackle into dash > 5A and relaunch with 6b4b. With a wavedash this may be possible full screen.
Also, there’s never any reason to baroque j.5C into j.5C anymore. you can now baroque it at any time and combo into 6b4b for much better damage.
I’ve found it’s very hard to properly combo out of the tackle into a corner combo without a baroque, but I reassert that much corner rape comes out of 5A-5B-2C-Calibur Execution if you can get the opponent to the right height. This can easily be done with a baroqued Riot Tackle or 6B-4B. You can also cancel the first hit of the 5C into 2C and then get off two rounds of 2C-Calibur Execution with Baroque.
And I’ve also noticed how important it is to practice combos out of 5A and 2A, namely the 6B-4B out of both. If you’re being hit by them, their animations are barely stalled and don’t mess with your input tempo for the 6B-4B, and they also give the opponent less time to block if they like to poke and run, which has been a common strategy against my PTX. The 2B into 6B-4B (in addition to being ridiculously hard for me) broadcasts a lot on the 2B hit and is too easy to miss the 6B-4B without precise timing. 5/2A is much more reliable for combo initiations, especially since in worst case scenarios with 5A you can just poke them away a bit.
I noticed something interesting. In the corner at point blank range, I was able to combo a calibur execution into a 6b4b into another calibur execution. I’ll play around with it more, but I think this could be important for future corner combos.
BTW. 6b4b into C- tackle into A version rocket is the best way to reset and hit confirm into L-P. You don’t even need baroque. The opponent’s second character tags right in on the rocket with practically no time to escape it.
yeah landing calibur execution in the corner by itself isn’t going to be much help, but if you baroque into it from something else I’m sure it’ll be quite doable. I THINK you can even do it off a 6B4B if you time it just right, but I also suspect it’ll blow you back a bit too far before the chainsaw finishes buffering.
Keep in mind that you can input the motion as 6B1B to start charging the chainsaw as soon as the attack comes out.
edit: 5C (1 hit) 2C M-Calibur execution 6B4B M-calibur execution 2C works in the corner, doing about 20000b on it’s own. But not like you’ll be able to land a 5C in the corner most of the time.
At any rate, I think it can be agreed that both of his charge moves are integral to combos, as almost every combo I’ve seen that does any noteworthy damage integrates them in some way, sometimes more than once, sometimes both of them! (baroquing the bnb can allow for both in one combo) and there are dozens of options for both of them, not in the least of which is comboing nicely into both TC and L-P for a finisher, or a rocket for a reset.
Also, Calibur execution is completely doable off of the 6B-4B, just buff it in on one, like you said. A nice combo initiator too, if you can baroque after the last hit but before the animations downtime finishes outside of the corner (after the moves completion and the enemy goes flying) you can use that huge flight time as a launcher and nail them on the way back down with whatever combo you like, initiating with either 5A for accuracy or 2C for loss of proration are probably the better ideas, seeing how both can be comboed religiously.
6b4b > mid guns (fire both) does more damage than a regular tackle combo ending with 2C
with two machineguns, a simple 2A, 6b4b, 236B 214B does about 19000b damage, which is very respectable.
also. tackle C into A rocket doesn’t work as well as I originally thought. There’s still enough time for some characters to avoid the rocket. 3C > C-rocket is probably much more effective as a reset, though you can still get guaranteed resets from C-tackle if you are prepared to baroque it and fire the rocket early.
Near the corner, you can link a raw B-version tackle from 6b4b into a dash 6B4B or a launcher if you’re quick. In some instances you can even get a 5A 5B 5C series in there, but the other options are more damaging.
And yeah, I’m having a hard time firing the guns more than twice in a row.
Been reading on the combos being said since the op wasn’t updated.
The calibur combos in the corner, I am having issues finding an appropriate starter move for it since it doesn’t seem to work while they’re OTG from 2C (not surprised) so depending on them to get hit by it is… I can only land A version calibur after 2C, baroque, and repeat and can’t seem to do tactical calibur super (or L-P) unless I was further away from them in the corner (as in not in their face, which would make 2C unable to land 3 hits) and used C calibur.
Been testing these with Auto-Guard in training on a Karas.
Would love to see a video with all the combos set here. Would do it myself but I can’t seem to execute them too well (plus it would just be a low quality camera lol)
If it isn’t too much trouble if the op could be updated with the combos found that work <3 Having to copy and paste them on notepad on my pc isn’t as nice XD
For those corner calibur combos, you need to start it with the first hit of 5C and then cancel that into 2C. you can usually get 2 hits of the 2C before you have to cancel into calibur.
And sure, I’ll update the OP with some combos and resets when I get the time.
Yeah in general you don’t really want to list combos that start from grabs, since grabs are quite unreliable. I need to start listing good baroque combos though, so I’ll make that my next addition to the main post, then I’ll go into rocket resets.
These are other options as well. Like I said, it’s the 6B4B that truly matters.
I named the throw simply because it’s the most powerful. Of course it’s not that reliable, but if you land the throw, you confirmed the whole combo pretty much.
Also PTX’s frame to break the throw is not as forgiving as some people make it. Sure it’s huge compared to every other character except Lightan, but it’s still reasonable.
Was the time to tech it smaller than it was in the japanese TvC? I was practicing against a friend awhile ago and he told me that the time to tech it isn’t THAT big. Out of 10 times, he teched half of them.
The following is an extremely important question: If PTX-40A isn’t in Lost Planet 2, but Marcus Fenix is… will we be seeing chainsaws tearing it up in TvC2?