Thanks about to use these more. lol
Hey there my Ammy friends =3
So I was coming over here to see if anyone has some Ammy/Iron Man tech that they could share with me =3
I will give you cookies or something… Maybe a dog treat.
Ammy on point
- Have you tried using normal ammy combo > glaive dive to otg + repulsor blast assist > charged qcf+A > profit?
- IM has some good TAC combos too; Check out recent starbase streams http://t.co/NhpuibV5
- Unibeam assist is self-explanatory.
IM on point
- IM needs all the help he can get to get your opponent to block on the ground and start his high/lows, so obviously coldstar isn’t bad to have.
- I’m sure beam+coldstar+beam does respectable chip as well.
- sj.smart bomb + cold star probably controls space decently
- On hit, I don’t think coldstar helps IM since his (good) combos rely on keeping hitstun low. I think.
I’m just theory labbing, based on what my homeboy KBeast has been doing with IM & Viper recently. On that note, IM + high or low assist is pretty tricky, since his high/low game has a very different timing than other tri-jumpers.
Again, check the starbase streams (from last wednesday, and the weds before that), I haven’t really seen any other IMs out there, though I’ve heard of this mythical canadian IM that’s supposed to be good.
“i Joker i”? I’ve seen him on Peaceful Jay stream and he is from Canada. Those team combos were insane…
Magneto / Iron Man / Sentinel
Holy crap is that Team Combofiend (MvC2)?
OK guys, help once again…
Ammy combo with Felicia (B) and RR (Y). I’m pretty sure it’s possible to integrate both of these assists in a glaive-start combo…
I’ve tried making something happen in the 2 hours I was able to play yesterday but I just suck at combo-making in general and don’t actually understand how to make up combos of my own…
That team seems awesome.
Just hazarding a guess, you could probably do the same combo I do with my team since Pendulum wallbounces and Sand Splash might be able to hold them in place long enough at the end. I’m away from my setup, though. I’m almost positive Pendulum will be valid, but maybe not Sand Splash.
Which combo would that be though? But Sand Splash doesn’t actually hold down though, which is troublesome…
I have a feeling that Pendulum would be used in a f+HHHH right or something?
So I tested and what I wanted, doesn’t really work
Gotta go with xx > j.[:h:] > :qcf:[:l:] :a2:+:h: :d::h: :qcf::l: dash up :d::h: :s: jcc :qcf::atk::atk:
Even in the corner
Felicia really wants to not add anything to this, too
Sad
Oh man derp, hm…
Since I don’t Felicia assist as a hitconfirm, I might as well play around with her other assists…
Maybe it’s possible to abuse Cat Spike M’s ground bounce + Ammy’s ground bounce reset somewhere? Or even just having both things hitting at the same time or whatever. I think Rolling Slide is out of the question because it has horrible range (I use it sometimes when I feel like setting up unblockables for the match though), though there is one special thing about Rolling Slide assist and that is that if the first hit connects and the opponent is still in range for the second hit, the second hit will always connect (at least from my experience)
Looking at that combo above, it actually looks like the standard 1-assist BnB for Ammy glaive, okay I can go with that.
Actually I’ve never used assist-combos in a match setting before though, and the one with the Felicia (B) you recommended me before was a bit too hard to start off with considering my horrible execution on a stick lol, I’ll probably use this RR one instead
On a tournament setting though I’ll try out any combo I can since I’ll be using the pad anyway
What I want do do is use an assist to let me link an okami shuffle after 6HHHH; taskmaster arrows is great for this. Sand splash does not seem work at all. I’ll see if other felicia assists are valid after I get back from my Dark Heresy campaign, though it shouldn’t be hard for you to test yourself. It’s too late in the combo after wallbounce to do S jcc okami shuffle after the 6HHHH, which is why it’s necessary.
Hey, you should use Rolling Buckler as your felicia assist
You can do unblockables with it
You can also do THIS
[media=youtube]7td-x7RC8bc[/media]
This combo ended up going in a totally different direction to what I expected when I started working on using both these assists in a combo, lol… But it’s all the better for it.
Oh wow, the timing of the Rolling Buckler there was precisely what I was thinking of. I just don’t have easy access to a console to try out what I think. This is awesome. It barely hit 900k, and with the chip damage that usually comes in trying to get in, it should mean a ToD for 900k characters…
And if I do just go for the unblockable, I can just cut the combo short into the non-Felicia combo you outlined earlier, this is great.
If by chance I suddenly allow Pendulum to be my hitconfirm, what combo should I be resorting to then? I was thinking along the lines of:
Pendulum->Thunder Edge L->LS->M->Head Charge H->j.[H]->Thunder Edge [L]->H->A1+c.H->Thunder Edge L->f.HHHH->S->2369+L+M ?
I’m just worried about if the opponent doesn’t reach the corner though…
What’s even more interesting about this combo is that the timing of things aren’t that strict compared to the last one. Over time, people do realize that the timing between j.[H] and QCF+[L] is extremely lax.
Now I just need my RR to not-suck and I think I finally have a team that DOESN’T have Doom in it. (I’m getting sick of using Doom in every team I play like what I do with Ammy. The main difference being I actually like Ammy, but not Doom)
as for what combo to do after pendulum GENERALLY when you perform a thunder edge that hits high you don’t need to L to connect anything, you can just S, or M S depending on spacing. Something to keep in mind.
If the opponent isn’t going to reach the corner then do the RR combo and either try to reset into unblockable, or pretend that rolling buckler is slant shot and call it to hit low and give the opponent a fixed ground tech at the end of some string for you to start more pressure/mixup from.
The hardest part is timing the 6HHHH at the right time after :a1: so that YOU can call RR early enough to get the high wallbounce. But there’s some variance there in what is permitted; it’s not so bad, no.
Also, while testing for this I discovered, while idly curious about “Hmm, I wonder if this works,” you can get 6HHHH > Divine Instruments in the corner with a high first hit. So that’s something to do after the last charged thunder edge, and it which brings the damage up to about 1.025m with good mash while building 1.8 to 1.9 meter before the super.
I’ll have to take this to a training mode session when I can and see where I can put these shenanigans in the middle.
Ah, so that’s where I’ve been getting it wrong. I know it’s possible but I just can’t do it most of the time. The first 6H should hit high, alright…
Also I just noticed that you didn’t mash Dancing Flash in the combo above… that means that the combo DOES deal 900k with -0.6 meter.
I didn’t know it was mashable <_<
It’s weird, I know, lol
All this trying out different assists has made me want to make a general Amaterasu CMV. I’ll probably try to get through it sometime this week, but not today or tomorrow, as that time is reserved for finishing up an overdue BlazBlue tutorial video.
Still, I went ahead and recorded a couple cool things as a proof of concept on style, to fill out the rest later. So have this unlisted video, just as a combination of a bunch of different cool things Ammy can do.
[media=youtube]QTY7xGGSDSE[/media]
If you don’t mind me asking, who do you play in Blazblue?
Can’t wait for the actual thing.