A quick note: as a result of the nerfs to the M Bolt damage, the “easy” stun combo (lv3 H Clap, f+HP > HP > H Bolt) now deals slightly more damage than the fancier ones ending with M Bolt. I guess the only reason you now might want to go for the M Bolt one is to get better pressure after that.
Dang, playing Xrd watching Idom yesterday made me wanna work on those VTC combo/setups that I never worked on because of how good the VS was. Too bad he didn’t upload the stream video, he had some particularly crazy charged fireball setups I wanted to practice.
Can we make an updated list of funny VT setups for S2? The videos I found are from the beginning of S1 or even the betas.
I’ll start with a few classic ones:
VTC, st./cr. HP xx EX fireball, VSF
[delayed wake-up]
> lv3 H fireball, VSF xx VSO, (fireball hits), f+HP > HP xx H Bolt
> lv3 H fireball, VSF, H Bolt, (fireball hits), cr. HP xx anything
> lv3 M fireball, jump forward, (fireball hits), cr. HP xx anything
> lv3 M fireball, f+HP (whiffs), command grab
> lv3 L fireball, VSO (whiffs), (fireball hits), cr. HP xx anything
[quickrise/backroll]
> lv2 fireball, (fireball hits) cr. HP xx anything
S1 late classic still working. Lots of different setups depending on the fireball strength. Lv2 fireballs are 0 on block so in any case you’re safe.
VTC, st. HP xx EX fireball, dash forward, cr. LP/MP xx VSO (hit) st. MP xx EX fireball etc.
The DaFeetLee loop. Overhead here is +6 on hit and -4 on block, so you’re relatively safe on block and you can repeat the entire combo on hit.
VTC, st. HP xx EX fireball, dash forward, cr. MP xx VSF
Variation on the previous one. Crosses under for a left/right mixup.
VT command grab, L Bolt
> (block) CH st. LP, cr. MP xx EX fireball/M Bolt
> (hit) cr. MP xx EX fireball/M Bolt
> (counter-hit) cr. HP xx EX fireball/M Bolt
Uses VT/EX command grab to set up a L Bolt that is +1 on block and +7 on CH.
st. MP, cr. MP (block) xx VT lv2/lv3 fireball (hit), st./cr. HP etc.
Seen on Idom’s stream. Takes advantage of the pushback after cr. MP to bait a medium punish and whiff punish it with the charged fireball. Just don’t release the fireball too soon (max charge is the safest one)
Dunno if this has been found yet or not, since I didn’t really stick around for much of season 1 and from brief skimming, I didn’t see it.
Gonna post it anyway then, so sorry if it has been mentioned.
M Bolt > Followup > EX fireball > Empty Jump to other side >If counter-hit on fireball St.HP > VSF under > H sunset
If not counter hit > St.HP > VSF under > M sunset
First one tested and it stuffs jabs, unsure how to test it without it all being counterhits though and I got nobody to train with to manually test. Does around 490-510 damage, 710 damage approximately if started from a counter hit cr.mk.
VTC, HP into EX Clap (delayed wake-up), lvl3 heavy Clap, VSF into VSO.
Crosses up but leaves a slight delay between the cross-up and the fireball to hit. If you want it to hit them meaty you have to very slightly delay the VSD.
VTC, HP into EX Clap, VSF (delayed wake-up), lvl3 medium Clap, VSO.
No explanations here, crosses up right when the Clap hits.
VSD schould have been VSF. Made a quick video, it’s definitely a different set-up. First in the video is what I quoted from you followed by the other two (mixed them up, so the first one from my post is the last in the video). https://www.youtube.com/watch?v=EkONW06OMjA
Getting meaty st.MP is pretty easy with the super long active frames of it and can potentially link into either st/cr.HP.
This set up is off a CC sweep. This hits on the 4th active frame so can link into the 8 frame startup of st.HP when executed frame perfect.
Dash forward > st.HP > cr.MP > st.MP
Does anyone have any meaty set ups for st.HP?
I’m trying to fish for more CC hits with st.HP since st.HK has too long of a startup.
The mixups at the end are really good but I can’t imagine anyone getting hit by the LP Bolt when there’s a Clap floating in front of them. Usually people will just block in that scenario. But I guess you get at least some free pressure thanks to the clap afterwards.
I understand that. This is actually the 3rd level of mix up patterns. The MK is a visual to get them use blocking 1 type of way. This is the left vs right guard. I will post the others so it adequately tells the story. Thanks
I don’t get the instant overhead part. Can’t you just do literally any move while jumping since she doesn’t really have instant OHs? I miss the part where it isn’t just an EX fireball > jump forward setup.