Couple of Giorno/system notes. Wish I had a record function otherwise this would have been known instantly:
GER Activation in Resolve Mode gains infinite super armour from a point just after startup. Fullscreen projectile supers as well as multi-hitting specials and supers with no cinematics cannot interrupt it. Cinematics still stop it, as well as throws but other than that you effectively have to kill him before it activates. This leads me to the next point.
You can tech any throw, regardless of being in startup, active or recovery frames of any grounded normal, special or super. This includes counter-type specials and supers. A throw can never actually be used as a punish.
So I’ve been messing around in training with Cars for a while and thought I’d video my findings with the aid of a couple of cardboard boxes to hold the camera in place.
How are people playing Cars at the moment anyway by the way?
I’m guessing people are either going for light mode unblockables and normal combos into super or building for ultimate, seems a bit too bar hungry in non-ultimate mode to do both so I was just wondering what is currently prevailing, is 214H cancelled into ultimate form the best way to activate it or is there anything else that gives Cars a bit more time to do limbo with his mask without getting hit.
Currently maining Caesar but if ultimate Cars is viable he’ll be secondaried in a flash, the squirrel is awesome.
Wow. I had my suspicions in a couple rare instances, but never bothered/forgot to actually test it (the throw tech from a counter HHA happened to me before, and I just saw it in another video earlier today). Sounds a lot like UMvC3’s throw glitch which functioned the same way, though that was soon fixed. I hope they do the same here, because throws being as weak as they are currently (even though they are buffing the damage in the next patch) just gives people even less of a reason to go for them now once this becomes more known. I’m guessing command grabs are immune to this since you can’t tech those to begin with.
I’ve been maining Cars (Kars?) since day 1, but I guess my strategies are rudimentary. I just like to save meter for HHA and Light Mode unblockables, I haven’t really bothered with UltiKars for the most part. I find even if you save 2 meters you can do a simple 5ABC>214C>PC>5ABC>214C>HHA for half health or so, so I’ve been sticking with that.
I dunno if fellow Kars players know, but is it possible to quick land as UltiKars when in flight mode?
I just wanted to say that I liked your video quite a bit despite the shakycam. One thing I noticed in all of your combos with Normal Cars is that you’re giving up a ton of damage by super canceling early. If you wait a split second or so, you can get more or even all of the initial slashes to hit while still connecting with the slash that goes into the cinematic, and that really adds up. However, if you’re next to the stage boundary already, it’s probably safer to do what you’re doing and super cancel right away because of the increased gravity near the boundaries they added in 1.02.
Also, I didn’t see it in your video, so I don’t know if you’re aware or not, but Ultimate Cars can combo into his 6H after the second hit of his 5H, and you can special cancel the 6H, so it lets you do stuff like 2L 5LMH(2) 6H XX 623H(1) SJC j.MH XX j.214M for 346 damage meterless. You could probably get j.H XX Air Dash XX j.214M instead for marginally more damage but the timing is super hard. Edit: Thinking about it, you can do that same ender with the 6H in it at the end of any knockdown taunt loops and get more damage than the regular ender:
2L 5LMH(2 hit) XX 236M Puttsun 214H, Taunt, 2L 5M 2H XX 623H(1 hit) SJC j.H XX Air Dash XX j.214M (434 damage, 1 meter)
2L 5LMH(2 hit) XX 236M Puttsun 214H, Taunt, 2L 5MH(2 hit) 6H XX 623H(1 hit) SJC j.MH XX j.214M (469, 1 meter)
Also, to answer Jocelot’s question, they seem to have patched out the thing that let Ultimate Cars quick land from flight by trying to input a fourth move in the air in 1.02.
This only works if they don’t quick rise, because the Air Dash strike is a techable knockdown.
No problem, I’m always happy to play around with interesting combos. One thing I forgot to mention is that when the 6H connects, you want to cancel into the 623H ASAP and then immediately continue into the SJC, with no pausing in the timing at all, pretty much.
Fighting campaign AI Iggy has to be the most frustrating thing in a long time, like only match I just run down the clock. Found out ZA WARUDO Dio’s rush punch hits his little ass though, so MUDAMUDAMUDAMUDA! all day there.
Thinking about learning World Dio despite him and Jotaro filling the online Ryu/Ken situation (I.E., everywhere) he just has a lot of interesting tools and combo options.
Lately I’ve mainly just been using Jo2uke, he gets the job done well.
Pucci > AI, land that HHA and nobody can do a thing.
It’s not that simple. Airdash doesn’t have a set juggle state, it just adopts the state form the move before it, same goes for any move that doesn’t cause a knockdown on grounded hit from what I can tell. So if you, for example, start the juggle with 2-hit 623+A and then juggle with airdash it won’t be techable, because 623+A isn’t. Also works if you do something like 6H xx 236+H xx PC, 5M xx 5H xx SJC, j.H etc, since 236+H is the last knockdown move used, and it’s untechable (Don’t know if this exact combo is possible though).
Wow, that is really weird that it works like that. Guess that’s what I get for talking about a character I’ve only recently started trying stuff with.
Coincidentally, the combo portion you listed does work, too. 2L 5LMH(2 hit) 6H XX 236H PC 5MH(1 hit) SJC j.H XX Air Dash is 347 damage for 1 meter. However, after canceling the Air Dash into j.214H, Cars does not seem to land fast enough to knockdown taunt in this particular combo.
was it brett commentating for that tournament? not surprising then… :s (I really appreciate all the resources the guy puts together for fighting games, however)
Old Joseph is so close~!!
btw person asking about comboing with Jotaro’s Breath and Star Finger: you can make it an actual combo. Breath is a lot easier but Star Finger you can obviously use as a trickier setup type thing. I have combos recorded with it for the video I’m putting together.
Watching some of the old trailers makes me sad they took out the ability to special cancel sweeps, lol. I guess they thought it would make things too easy or something? I dunno.
Yea i was talking about the 2 who came on afterwards bitching about damage and stage hazards. who then just abandoned the game, or how the players quit during finals too.