I’d like to revise this to:
a.HP > Double Wild Slap xx s.HP xx EX Megaton > Grizzly Smash > Double Wild slap xx s.HK
If you want to use a meter for more damage.
can you cancel a whiffed s.HK into an EX move at the end of this? it’s pretty easy to whiff the kick if you rush through the wild slap cancel.||
Do you actually mean as a juggle? Or do you mean as a ground combo. How are you getting them into a juggle state, because post launcher from another character your combo def doesn’t work. Im aware you can juggle after a lp megaton punch no follow up but I can’t make that work after any juggle strings it has to be the first move you do otherwise all the juggle points are used up… So what is the exact setup for this combo? Is the character in the air? If so how where they launched. If not its not a juggle its just a combo.
Weird… Well its cool it works! I was really doubting you I just never got the megaton to hit in that situation. I’ll go back and try it again later today. Thanks!
Yeah, the juggle count on it makes no sense I know, pretty strange. Hoping to see some more crazy stuff with Kuma from you guys, I plan to stick around for a while. I think we can make people respect Kuma if we keep at it, seems like we’ve only scratched the surface with him.
Nope. it whiffs. the combo still does 493 damage without the super, and since it uses a little under half a bar it’s pretty efficient to use anyway. if you want to gain meter you can use a.HP > st.HP xx hcf.HP xx HP > st.HP xx MP xx HK. which gains a little under half a bar and deals 463 damage.
you probably can get about 589 if you skip the EX setup in my combo and do the original meterless version with MP HP super instead of double wild + HK. you would only use one and a half meters for close to the same damage.
Brilliant!
I find it a lot easier to do s.mk than s.mp, and getting the same damage.
Instead of sweep ender, super works as well.
The rule of lp Megaton Claw combo extender can be applied to lots of combos:
3 bars:
j.hk, s.hp,6mp,hp xx ex hcf.p,hp, s.hk xx hcf.lp, s.mk xx super - 553 dmg
2 bars:
j.hp, s.hp, hcf.hp,hp, s.hk, hcf.lp, s.mk xx super - 613 dmg
1 bar
j.hk, s.hp,6mp,hp xx ex hcf.p,hp, s.hk xx hcf.lp, s.mk,c.hk - 500 dmg
from HBS: Corner:
6HP, s.hp, 426 LP, s.mk,.chk - 353 dmg
6HP, s.hp, 426 LP, s.hk xx super - 574 dmg
Some other combos:
Mid screen:
6HP, ex frolicking bear, s.hp>mp>hp - 347 (330 without the last hp)
6HP, ex frolicking bear, hcf+lp,lp - 304 dmg
4MP, s.4HP xx HBS,lp,mp - 197 dmg (very iffy timing on 4HP to make followups possible…)
Alright, now you’re thinking! Flashiness and Kuma is what I like to see. The mid screen one with HBS in it makes me happy even though the damage is so low.
Also couldn’t you replace the hcf+lp, lp in:
6HP, ex frolicking bear, hcf+lp,lp - 304 dmg
with hcf-hp, lp?
Also, number notation! I like.
Good stuff I’m definitely integrating some of this.
snackarific put this on youtube [media=youtube]GSF4YjVIVCg[/media]
jHP sHK hcfHP-HP sHP hcbHK for 472 damage without meter, and 617 if you connects super after the sHP
,and also he put this 2 other combos
[media=youtube]8mwP9RqfsQg[/media]
[media=youtube]wdeQxN4QOnE[/media]