So ryan’s post about improving your combos off a raw jump S/hammer got me in the lab with mine, and I was looking for some feedback/improvements.
Since a simple solo combo like…
jump S, land, volcano, jB jC 236A, land 5C, launch, jC, 236C super
is ~650k I wanted to land more damage than that.
I don’t have a set dante team yet but I’ve been messing with tron assist and spencer slant shot assist. Also some trish low voltage assist but to use it in a combo you have to have a slightly awkward pause due to it’s startup so no labwork on that yet. :lol: Anyway. I’ve got:
jS, volcano, jC airplay jC + spencer, land, launch, jS, dash 3CCC~stinger~teleport, jS volcano-beehive x2, super = 727k
or if I add a “call tron, volcano, jS” after one of the knockdowns, it = 784k
now I bet if I could do a consistent acid rain loop I might get more damage but it also seems like 3CCC~prop shredder scales the damage a ton.
I also found an interesting way to land another volcano at ground height due to grapple assists unique way of making them grounded yet comboable:
jS, volcano, jC airplay jC + spencer, land, 5B 5C (whiffs while spencer pulls in) volcano~2147B, dash jS, 3CCC~stinger~tele jS, volcano-beehive super = 711k
now I realize using revolver? (214B) eats up my ground bounce and is not optimal, but that was the best I could figure out right now. I wanted to do another rep of jC airplay jC but I couldn’t figure out how to combo after it as they’d just fall out of everything. What can I do off of volcano when it’s too far into the combo to do another airplay rep? Am I stuck with eating up my ground bounce via beehive or 214B? any ideas?
EDIT: this is all midscreen btw. Corner combos are pretty simple to get damage on.