For this thread post whatever silly set up you have with any character and assist. I’ll organize them by Solo and then by character and assist. I do mean post any silly wacky thing because if it’ll help us bounce ideas of off each other. I’ll keep the main post as updated as possible so that we have a go to place for them.
reserved
Reserved
I mentioned this in the other thread but I’m still getting a lot of use out of *Basic BnB into the jump loop j.LP > j.MP(1) > j.HP > land > command grab > EKG Flatliner. So far, I’ve only missed it once, and I think my timing was a little off. Even against people who do nothing but mash lights and jump it seems fairly reliable. Not to mention it tacks on a basically unscaled super to the end of your BnB rather than a fully scaled one. And it looks awesome when you land it.
Wish I’d seen this sooner. =p
-J.mk if hit pretty deep can be pretty ambiguous (at the very least on painwheel).
-First hit of j.mk canceled into a jump heavy low to the ground is hard to see. You could use it for, say, a fake empty jump or something.
-During a j.mp, j.hp airdash j.mp, j.hp chain midscreen, you can do it in such a way that it crosses up the opponent when you restand them. That means you wouldn’t have to ground dash to continue the combo. Could be character specific.
-You can super jump over someone and your aerial moves flip (not character specific). Like, super jump, air dash past them just a touch, j.mp. j.mp comes out backwards.
-Grounded KK super does slightly more damage than the air version, but doesn’t appear as useful unless you’re in the corner.
-Setting a vial (QCB+P)has a hitbox at the needle. You can do something like Double’s Cilia Slide assist, then hit them with the vial’s needle, and then you’re left with them recovering. Maybe you could use it as a horribly slow anti-air.
-If you do hp then vial, you back up quite a bit. Sorta like a backwards kara.
I’ve been getting good results from doing a well timed double jump after a launcher and then doing a cross up J.HP when they land
Also I’ve been stocking the green poison and using it to get in since its pretty easy to get a launch combo off of an air needle. I want to see if her poisons still apply if they hit someone when they have armor, because if it does I could see it being very good to stop cerebella from doing her run shenanigans.
Right now I’m doing the basic yet effective… run grab (her run is good) and air combo into j.mp into reset grab, or j.lk into reset crossup.
So far, I have only come up with a rather unimaginative one where I do an air series ending in j.HK, followed up with an immediate air dash > air grab.
I use Valentine/Filia I use Filia’s cr.mk custom assist as a set up for Val’s command grab, as a “ghetto” unblockable, it has probably worked like half the time i use it, so it isn’t super reliable and extra gimmicky lol
Valentine command grab assist is really good actually cuz it travels half screen, and when she catches the opponent it is a long animation allowing you to get there quickly for a free combo because the command grab causes a ground bounce.
IAD + j.mp forms a really quick triangle jump
When Valentine back dashes she is considered airborne from the very first frame to about the second last. This means that as soon as the game recognizes that you back dashed you can air dash, combining this with j.mp or j.hp this creates a **deadly **triangle jump/instant overhead that looks like Valentine somehow did a grounded jump attack. Now putting this together with an assist makes it super cheap, call in Filia’s hairball assist and then BDADA (Back dash Air Dash Attack) with mp and get a full combo because they didn’t see it coming or complete the air dash and you will end up barely on the other side of the opponent for more mix ups. If the opponent blocks your BDADA, Filia’s assist hits 6 times so you are still at frame advantage you can go for another BDADA or a low a full combo or command grab (the hitstun/blockstun of the hairball wears out just in time) which is a free 2050 plus an air level 1 blockbuster or you can land and hit her level 3 for decent damage. try it for yourself and then realize the GDLKness
You can do stuff into launcher, call Excellebella assist (DP+Throw), load poison and dash forwards to where they will land. Combo combo combo then poison. The poison… poison is probably best for raw damage against a solo character and hit-stun poison against anyone else if you can do the five-year combo. But in Resets: The Game the input-lag poison is probably the best of the bunch as you are now in a prime mix-up situation.
launcher into w/e chain, cancel into airdash than j. lk.
since j. lk moves them up, you’ll land before they will, giving you some sort of advantage (idk if it’s frame/positional, probably both), allowing for you to throw reset, hit low, or immediately j. mk (practically a tk j.mk lol) since it’s easy to hit confirm off of (j. mk into j.hk, airdash into j.mp or j.hp into follow up), set’s up for ticks on block, or lets you just go into straight block pressure.
After doing a basic ground chain and cancelling a second HK into Flew Shot (hitstun) you can repeat the chain. But that’s obvious. Where it get’s interesting is that on the second HK in the second chain you can call Filia’s H Hairball assist and then hit with the third HK (it must be done on the second HK, otherwise it will use your OTG). There’s just enough time after the assist to load yet another needle (I personally do hitstun, but there could be some uses for input delay).
After that’s all done you can do the chain yet again, but this time allow the multi hits from Valentine’s normals to hit. If done correctly the first Flew Shot will have worn off either during MK or HK. Once that happens you’re free to cancel off another Flew Shot off of the second HK again. However if you try to do the chain again IPS will block it, so you can just do a cr.LP instead to start the chain.
After that you can go into some air combos (I haven’t been able to do any myself since I’m still not all that good) to extend the damage. Also if you used the assist at the right time you’ll still have your OTG.
Should also note that it is corner only.
SPEAKING OF HITSTUN NEEDLE.
when you do your combo into hitstun needle.
if you space it right, you can do 2 HKs. The second HK will trigger IPS, and if they’re mash happy, they’ll burst immediately, but you wont get hit, so you can punish the cooldown of the burst and start a new combo.
it’s pretty legit.
and speaking of IPS baits.
launcher into air chain into relaunch, then do j.mp and immediately back dash.
again, if they’re mash happy, immediate burst and reset.
Anyone using the input lag needle at all? I am trying to incorporate that into my game. If you end an air combo with j.mk, the needle throw(as with any needle throw) combos in really easy and they fall down immediately with you. From there, depending on character weights, you can dash up and go for a high/low/grab mixup. The straightup command throw does have range, but it doesn’t work without a dash on the characters I tried it on. If you add the dash time+command throw start up, even with the input lag they are going to know what you are doing and be able to avoid it.
Nothing I have researched extensively, just some toying around in lab
Edit: So having an assist to keep anything else on screen right after the needle can really help make this work. j.mp seems to be the best way to go if you are trying to go high
I got corner combos that use green needle and end with them being hitstun poisoned for the reset, its godlike
Here are q couple
Ground grab, jab, groundgrab (mags esque)…jab, tiny pause, double assist air dash hp crossup (noone blocks this)
and after the lk air reset do double assist airdash whatever
Launcher, jump jab, delayed jump hp crossup
Anything into hk, hk, mortuary (also jabjqbjab mortuary)
Easily the craziesy reset char in the game, can easily kill 1 char teams in 1 hit if you’re creative in your resets
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Some tech with j.hp being used to go to the ground fast. GHneko made it but I’m going to take the credit cause he can’t speak on the forum right now lol.
Here are some basic mixups and grab reset setups:
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