No need to be a hipster about it.
[media=youtube]Cz3a1ncx9PI[/media] lol
oh gosh… Xiaoyu’s on the loose… i didn’t know Marlinpie used Xiaoyu…
that combo must be like 1 frame or something… i cant do it
but he said it was easy :c must be doing something wrong
Good God…
So, did the Phoenix Breakdance become obsolete then?
In theory yes but probably not. I practiced it for an hour last night and couldn’t get more than 5 reps leading me to believe it’s probably a 1 frame link. I wasn’t even sure if it was infinite and was going to test with easy input gem + turbo but I guess this proves it. It does work on any character though.
Chained versions do deal different hitstun. To see this easily, go to Akuma, do a far St.HK, then try and link something. Then go to a far Cr.MK, chain that into far St.HK, and try to link something.
Until Capcom patches that out of the game…yes, every single thing Xiaoyu can possibly do has become obsolete lol Is that M or H Hakkesho? If that is M, then pretty much all her combos can go into that, which means every option Xiaoyu has is thereby obsolete in favor of this infinite <_<
I swear, didn’t they say there was a limit built in to prevent this kind of stuff, or am I thinking of Marvel?
hmm so how are you starting it?
i only know to try off of f+mk and i only get like 2 reps
yeah but i think that has to do with hits like max at 99 right?
It’s just timing, it’s not hard. Try using different versions, delay them a bit.
All combos drop after 99 hits.
Lol I know nothing about Xaioyu but this stuff looks pretty cool… And game-breaking if someone (like MarlinPie) gets this down.
It’s just timing, it’s not hard. Try using different versions, delay them a bit.
Technically there are no infinites in the game because after 99 hits (101 if you hit both opponents at the same), the opponent goes into a state where they fall to the ground are are completely invincible until they hit the ground to prevent infinites. However, this combo can do 700 meterless…so at that rate, all you need to do is get the timing down and you can do pretty much half of Hugo’s life (lmao, a 99 hit combo can only do half his life).
What is so good about this infinite though is that with most infinites so far, they involve normal hits or attacks that already do low damage, when those moves get scaled, they end up doing single digits in terms of damage for each hit. However, with this infinite, the move does quite some damage before scaling, so when it is scaled, sure it does little damage, but compared to other infinites so far (which only go to 500 or so), this one which does 700 is amazing.
For whatever reason MP (as well as HP) Hakkesho doesn’t contribute to juggle limit. I base this off that after as many MP Hakkesho’s you do, you can still get 6 cr.HK’s after. If you have no MP Hakkesho before them, you still only get 6 cr.HK’s.
You can also do EX qcf.PP~P~P into MP/HP Hakkesho as another way to get into it but I really find being able to get more than a couple reps to be unlikely. The corner carry is even more amazing than dash cancel cr.HK loop though. Whenever Capcom inevitably patches this I hope they just slow down MP Hakkesho by a frame or two and leave everything else the way it is. :nunchuck:
Anyone has or saw a variety combo that can be done with her yet?
i dunno if its even worth it , this will defo be patched out
Don’t forget that the real strength of infinites lies in their usage of time.
IDK, I think they should make sure it contributes to the juggle limit. Increasing the recovery by a frame or two could have some very negative side effects in the long run.
Friend told me about the infinite just now, so I logged on to check it out. I want to go into training mode right now, but I’m studying for exams…
Anyway, it’s apparently only an infinite after connecting with a ground-bounce move (so after f+mk…?) I’ll test it out later.
It isn’t very useful. I doubt I’ll be using it.