To get the OTG air grapple, just wait a little bit after spiking them with the :s:, it’s not too difficult. When falling from the air grapple, most people just do j.:s:. J.:h: tends to knock your opponent higher (messing up spacing) and does a little bit less damage anyway.
Remember that to get the jump string after the ground grapple, you have to input the initial combo fairly quickly to beat out the hitstun deterioration (this is why they’re flipping out before the j.:s:). You should just do sj.:h:, sj.:s: (do them on your way up from the jump, immediately after launching) to speed things up after the launcher. This is even more crucial off his command grab because you’ll have even less time. Ideally, you’ll want to launch with st.:l:,:d:+:m:, :s: in that situation.
The easiest way to get 2 OTG’s with Doom’s missiles is to call him immediately after a vertical grapple in the corner (see previous combo). He’ll be much closer to the corner than normal because the opponent hadn’t landed and pushed you back yet when he was called. Take note that this works 100% in the right corner, but it’s a little pickier in the left and you might have to dash slightly after the initial OTG to get the vertical grapple, otherwise (for the sake of reliability), you can just do a horizontal grapple into :l: followup and get a vertical grapple after the last missiles hit.
This also works if you simply stagger the hits of your air combo to land before your opponent and call Doom immediately after that, but it’s much harder.
I’m trying to do the first combo in this video and I can’t get the link down from :atk:+ :s:xx s.:l:. Is there something I’m missing or not seeing in the video?
Also, is there a way to cancel out of Spencer’s Wire Pull before he gets to the screen edge? Like how Ammy can put out an attack during her air dash and the attack comes out and ends the dash.
Your notations are correct, it’s just a matter of timing. It’s not terribly strict, but you just have to be quick. Preferably right when the zipline hits is the time to link the jab.
As for being able to cancel out of the zipline with a normal (I think that’s what you meant), it’s not really possible with the straight ziplines, as you have to wait until you reached the end of your destination before you can begin attack.
However, Spencer’s swinging ziplines can be canceled with an attack (or he can block during most of it too).
14:00 into this video Kuuronn goes godlike with this zipline air jump loop. I’ve seen him do this particular loop lately I just have no idea what he is doing. anyone know? i’m confused about the jump loop part. like he does otg grapple, falling s, land s, and then some jump loop that incorporates three different ziplines… anyone know?
There’s nothing that complicated about it, it’s just j.:h: j.:s: :df::atk:+:s: :f::atk:+:s: :df::atk:+:s: I think it’s just done there over something else because of screen position to get them into the right position for an unscaled vertical grapple. But I wouldn’t worry about learning it, since it’s not necessary most of the time and will stop working in ultimate. It is a bit more damage than what I do in that situation, but by a pretty trivially low amount.
Thanks for the quick response, I’ll try to get it down in the lab. Also, that’s exactly what I wanted to know about cancelling horizontal wire swing into a normal.
Supposedly, at any height diagonal zipwire carries you to the ground, rather than recovering in the air if it hits the boundary while you’re still airborne. I have not heard from anywhere that they removed unscaled vertical grapple.
Does anyone have any cool looking combos that use zip line in them? (midscreen and corner). No assist usage please… Im not really worried about the damage, looking for style points here
I’ve been watching Kuuronn lately and he’s developed some nifty ways to get from corner to corner and still land the vertical grapple without using assists.
I made a video of it. I think this is roughly what he does:
how impractical is :l: :h: :f::h:+:a1:(Deadpool) magic series again? if you hit the overhead and the assist at the same time they hit at about the same time.
I don’t use Deadpool, but I do use Captain America in the same way for my Spencer combos. It works just fine, and does good damage as well. Depending on the assist you’ll recover from the overhead in time to continue your combo fairly easily.
Here is my corner B&B using exactly that. (there are other variations on this combo I use when not near the corner)
Works on everybody i tried it with it’s also surpisingly easy to pull off just delay the air :s: as long as possible and you’re golden. The first combo he does is pretty impractical as you waste all of your precious hit stun doing an :l: midway through a combo but using it at the very end of a combo and doing armour piercer into hyper looks awesome, does a load of extra damage and can be done even when you have bugger all hit stun left.
The relaunch combo is quite easy (Well the timing is a bit tight, but it feels consistent enough to use as a corner BnB). The concept of it is so simple, yet genius at the same time, that’s some good shit right there. Guess it helps that j.S has a massive vertical hitbox as well
Would like to add that at the end of a combo (assuming you already used the wall bounce), you’re better off ditching the L after the air combo and just go with his qcf S since it’s quicker by 2 frames and does more overall damage from what I tested. If I added an L to the combo on Akuma, it doesn’t KO.
I’m assuming the L would only add more damage if the damage scaling is maxed but since Spencer doesn’t do alot of hits, I think it’s safer to just not use it.