Its just cat spike L. This high priority move causes a lot of hit stun and is great for counter atks which lead into a combo. Its so much hit stun that it can be chained in to each other in lvl 3 and lvl 2 x factor which a lot of ppl forget.
Any tips on doing it consistently. I usually drop it on the 5th rep because I get tired of doing dp’s and start mashing lol.
Gotta just be consistent with those DPs. Rape dat stick.
In the case of me though, rape dat d-pad.
I was just able to pull this infinite off 6 times today and made so much people salty, lol.
Quick combo notation if you want to fully optimize damage off of a full screen Slide:
:qcf::atk: , st./cr.:l: :df:, j. :h: delay :s: x2, st.:h: (1 hit or else it will drop) cr.:h: :s:, sj. :h::rdp::h: cr.:h: :s: sj delay (can jump backwards for full Sand Splash hits without backdashing in the corner) :h: :s: charge back, :f::h: :qcf::atk::atk:/:qcb::atk::atk:
Just get that one hit off of the slide, and this combo gets about 500k+ without meter. :3
What, seriously? I gotta test this out… if only I have a console >_<
in any case I was trying Rolling Buckler->Slide as a hitconfirm earlier and THIS IS AMAZING, it catches so many people off guard. I’m just worried how it’s incredibly unsafe on block (-5), which makes covering this with assists almost necessary, and since the assist will usually hit then that means it throws the combo’s numbers off ._.
Whoops, ALMOST 500k. Roughly gets about 470k regardless, so close enough. :3
Should be doing toy touch > jump loop off of a lot of those random hit confirms like CH cat spike M air delta kick rolling buckler etc
One of the best ways to keep it consistent is to TK the move. It will take a little practice but you will do it
Relatively simple XF3 Slide combo:
Rolling Buckler (hit or whiff) ~ Rolling Slide
:l: xx Toy Touch
j.:h::s:
j.:h::s:
j.:h::s:
s.:s:
sj.:h: xx Delta Kick
c.:h::s:
sj.:h::s:
Sand Splash xx Dancing Flash
EDIT: Checked earlier in the thread, and sure enough, Sprint has better XF combos on page 4, lol. We should compile the useful Ultimate stuff in a new thread or something.
yeah we really need a new thread.
I might get on that soon if someone else doesn’t.
I’m trying to learn the combos Orchazm posted. I can do them maybe one in five times, but the link from jumping M, M, H, S to standing H (3) is very inconsistent for me. It almost seems like whenever I get the timing down for a character I try it on a different opponent and it doesn’t work anymore. Any advice on hitting that link?
Also, does it have to be cL after the slide? Is there a difference between doing that or just standing L?
In general, you should do the jMMH quickly and then delay the jS as much as possible. This is easier to do on characters with a tall vertical hitbox since you have more leeway on them.
yes, after the slide c.L s.M toy touch- its a tight link so its a little hard to do online constantly.
This combo seems simple but I’m having all sorts of trouble with it. I kinda get the feeling that the c.L link is somewhat related to my trouble hitting the H(3) after the normal jump with MMHS. I notice that I only get the H(3) to combo when I am able to hit the c.L after slide a bit earlier. Is this an actual fact or am I just coincidentally timing my links right when I happen to do c.L early?
Also, trying to delay the jS actually made the combo impossible for me. I could not get it even once. I can only do the combo if I do MMHS in one smooth series. I guess there’s no trick to that other than to practice more.
Crouching L will give you a very marginal increase in damage over Standing L (maybe 1-2k iirc?). Standing L executes a few frames faster and will allow you a little more freedom, in general, with how you time the remainder of the combo though. Try using both to see what works better for you.
Messing around with my team a little. Hawkeye’s forward ground throw has enough hard knockdown to let you tag in Felicia, dash in, and continue a combo with Toy Touch as long as either Hawkeye’s back is against the wall (anywhere on screen) or the opponent is in the corner. Avoids throw damage scaling and all.
Might be worth checking which other characters can do that.
Pretty please do and add some of her bnb’s on the first few posts and etc like on other threads. I’m sure many people would appreciate it.
So, I actually bothered to do this.
Tron: forward throw*, back throw*, air forward throw*, air back throw*
Spencer: Jaw Breaker
Akuma: air back throw
Nemesis: Tentacle Slam
She-Hulk: Heavy Strike (duh)
Sentinel: Human Catapult*
Hulk: Gamma Tornado
Super Skrull: air forward throw*, air back throw*
X-23: air forward throw, Decapitating Slice
Storm: air forward throw, air back throw
Thor: forward throw, back throw
MODOK: air back throw*
Doctor Doom: back throw
Dormammu: air forward throw*, air back throw*
Nova: air forward throw, air back throw
Shuma Gorath: air forward throw, air back throw
Hawkeye: forward throw*
- = spacing-dependent
I only tested normal throws and (non-hyper) command throws, as I figure the only real purpose this would have would be to circumvent throw damage scaling. I did not test other moves that cause hard knockdown, and I did not list hyper combo throws because the ones that I tested don’t scale the rest of the combo’s damage to begin with (although many of them do also allow for a raw tag and follow-up).
So let me get this straight. Felicia’s OTG assist doesn’t work occasionally?
Just make sure you’re not too close. It can whiff if you use it at point blank, so back up a step if you’re right on the opponent.