Improved this again. a better loop would be fox hunt xx exCADC (ex Hellfire dash cancel) cl. :hp: xx flicker xx cr. :hp: xx ducking. don’t have numbers yet as i am not nearly consistent at all.
edit: Nope. It doesn’t do as much damage for 1 meter at 563. but i think it’s more damage for a confirmed cr. mp xx fox hunt.then just going straight to ex. sonic fang.
edit edit: yep 483 for cr. :mp: xx ducking xx fox hunt xx exCADC, cl. :hp: xx flicker xx cr. :hp: xx ducking xx skyscraper, ducking xx skyscraper, ducking body ducking hook xx flicker xx ducking body ducking hook, cr. :mk: xx :mp: sonic fang.
as opposed to 463 for cr. :mp: xx ducking xx fox hunt xx ex Sonic Fang, cr. :hp: xx ducking xx skyscraper, ducking body ducking hook, cr. :mk: xx :mp: sonic fang.
I wouldn’t be surprised if it did less damage because although it does more hits, i would imagine that they wouldn’t be worth scaling down the rest of the combo.
This character’s combo potential is near bottomless. Between flickers and dash canceling, I’ve already created some wild stuff. I tried every ex move off of fox hunt two days back and found the hellfire cancel link. Some really fancy stuff comes off of it, allows for 4 strings plus skyscraper juggle…pretty wild.
this character is weird as hell but I’m havin fun with him, though I have yet to play online with anyone. Couple questions though, has anyone found out a combo that could lead into his ducking H move? Also noob question, I did a move where I made the guy wall bounce but I’m not too sure what it was lol, can anyone inform me
Huh. Can you combo 2 more of those ducking skyscrapers after that first one? And I saw Marn do this combo after starting with a forward medium punch, light punch target combo flicker cancel into that combo Minus the st. mp.
I’ve been wondering if something could be cleared up for me…
cr. :hp: xx hellfire dash cancel cl.:hp: lands on counter hit. cl. :hp: is 5 frames, and counter hits add +2 to hit stun. So why is it that I can’t land cr.hp xx hellfire dash cancel super? is the data wrong in the guide for the startup on super? Or am I just horrible at execution?
tl:dr, can anyone land cr.hp xx hellfire dash cancel super?
I’ve been using mp/cr.mp mostly, with light standing jab pressure, and occasional british edge, that’s for opening up.
My BnB is nearly identical to Marns, I’ve been using something similar since day 1. It’s reliable, easy, and damaging. When I corner carry, I typically forego using a bar on EX sonic fang and go for a skyscraper, then three Hp xx sonic fang, if I’m feeling it, Hellfire rush. I’ve also been messing with midscreen dash cancel combos with hp. After EX sonic fang I’ve done hp hellfire dash cancel cr.hp skyscraper. I haven’t optimized much yet, as whenever I actually get in, I’m just excited to get the train going, so I sort of freestyle.
I’ve been doing a lot of ducking body, cr.lp xx ex sonic fang to start up too. It should be a go-to until you learn to hit flicker EVERY time. I’ve been working on getting flicker cr.hp consistently off ducking body target combo, and I encourage everyone to do the same, it’s a godlike frame trap, and if you connect, the damage is huge.
As for styling, I landed a counter hit hp fcc cr.hp, fox hunt, ex ducking/foxhunt x2, ex ducking/skyscraper, two hk skyscrapers, ducking body TC. Can’t remember if I could do a flicker or not after. I’ve done a variation of this and ended with a cr.hk once (I think it was minus one skyscraper) This combo may be in my new video, it looks too frickin sweet lol.
Indeed, but I don’t have Steve on my hands all the way yet. Just like everyone one else, need more time. I feel like I’m playing Gen on crack every time I go for flicker pressure, I still lose my rhythm, just gotta work at it.
Spent some time testing this out. It doesn’t seem to work, best I can tell.
Best guess is that the super frame data might be misleading? Maybe 3 frame startup, but since it’s a “projectile” maybe there’s a mystery frame being added in for that.
I tried some experiments. Doing cl.HP (+5 on hit) into cr.lp (4 frame startup) feels easier than doing cl.HP into Super (linking, not cancelling the HP on hit). Just based on that observation and testing with the turbo button. Super is definitely either 4 or possibly 5 frames at max when required to combo.
Marn’s combo is already known to us. In fact, it was posted several pages back in the general thread but led with j.HK. c.HP xx Ducking Foxhunt…etc.
It’s his most solid BnB combo and should be the known to every single Steve player. The s.MP, c.MP is a good poking tool, great on counter-hit and easy to follow into Ducking Foxhunt…etc.
There’s basically 4 openings I see with Steve:
s.MP, c.MP xx Ducking Foxhunt (great poke, counter hit)
c.MP, s.LP, s. MP xx Ducking Foxhunt (good pressure, good confirm)
British Edge, c.MP xx Ducking Foxhunt (great frames, easy pressure, hard as F to link but good confirm as well)
Ducking Body, LP, flicker cancel, c.HP xx Ducking Foxhunt (great damage, good closing tool)
On jump ins, there should be nothing greater than j.HK, c.HP xx Ducking Foxhunt xx BNB. Easy 520 for 1-meter.
once you get the timing down you will think it looks ridiculous, its basically st. jab pressure except its a fierce that can lead into 500 damage, if your having trouble doing it stcl.strong flicker cancel pressure is alot easier.
for comboing off of fox hunt, it’s really not that hard to ex hellfire dash cancel into a full BNB for more damage with FFF if you do the cancel after fox hunt as :d:,:df:,:f:+:lp::mp:, :f:. all it takes is one forward to dash off of it which i find makes it much easier. Im currently working on switching that to be my bread and butter.
tbh i didn’t think about doing :hp: hellfire dash cancel cr.:hp: as I once landed cl.:hp: xx ducking foxhunt, cr. :hp: mid screen off of a sonic fang but have yet to replicate it. Your combo may be easier and still do decent damage. i think i’ll do some testing on that later.