Oh hey. I like that bomber, stuff to H. Wire. I tested it and it works on everyone but Firebrand, Arthur, Zero, Morrigan, Akuma, Viewtiful Joe, Rocket Raccoon, Wolverine, and X-23. Of course, the highest health among them is 950k, so I think we’re good!
Combining that with some tech I’ve been working on on my own, I made this.
:eek: Funny story, I use Nemesis with that exact assist with mah Spencer.
If you’ve already used an extended combo and used up your wallbounce, you can OTG grapple and use that assist for a floorbounce. Still trying to follow up with it because my Spencer is super slow, LOL, but you should be able to land, Armor Piercer into Maneuvers or just snapback (but Spencer’s snapback seems to take a while).
Also, bonus content: If you’ve got Spencer, Nemesis with Launcher Slam assist and a third character that has a beam hyper or one that will hold people in place, you can drop a THC on them at the end of an extended combo (provided you don’t have to OTG them to get the THC). It’s not new that Spencer’s Lancer will end before the other hypers do, but you can get an :h: grapple off while the beam-type hyper is going and then another one after Nemesis drops down on them and OTGs them. This is entirely unspectacular, but I like finding things with THCs and I didn’t experiment much with H grapples in vanilla, so this is all exciting territory for me.
Can’t hurt, I guess. I do agree with you, though. The main thing about this is that there are corner combos that start in the corner and corner combos that start midscreen but end in the corner. The best part about good midscreen damage is that you can simulate being in the corner and may actually even end up there by time you’re done. Not that it’s necessary for him, as you said, but it’s always something to experiment with and spark some evolution.
Oh, yeah. You can get out if you can double jump/air dash up, have a 4f or 5f air :l:, or have an invulnerable air super. But that still leaves the half of the cast that has none of that.
Haggar can do similar loops with Hoodlum resets. Undeniably useful, but still fairly situational given the need for the necessary hit decay while in the corner to get started (either via jawbreaker or a different combo).
might not be much use for any combos but spencer can now land a vertical grapple off his crouching heavy all by himself depending on how close he is to his opponent mid combo.
Whatttt? It’s super easy to get into from lots of situations, as long as you’re vaguely near the corner. If you’re playing against a larger slower character and it’s not named Sentinel then you just kill them for no meter.
I was under the assumption that the reason it worked was because they were flipping out so low to the ground (and possibly conflicting with Spencer’s character if trying to flip forward) which impeded their movement. Is it still possible to get them to flip out that late/put them in an unblockable situation even with a midscreen to the corner combo?
I mean that is the right reason, yeah. But that combo is not terribly a “corner combo” and really only needs to get to the corner before a certain point in it for it to be valid.
My only point then was that from non-corner positions you’d still have to figure out the sweet spot to get them to flip that way and that some starting positions (catching them in a jump loop or something like that ) would likely cause too much decay before you pushed 'em to the edge. Either way good stuff, it’s one more thing to add to my gigantic list of things I need to tinker with in the lab.
The issue is actually that there needs to be relatively little hitstun degradation. If there’s too much, they tech too high and a forward/back tech will go over Jawbreaker. That’s why it has to start close to the corner.
It’s totally match-practical though. I was armor breaking people into it all day yesterday.
Yeah 2 assists and it should work on pretty much everyone apart from the initial jump in hits (cept Arthur). No X-factor though, that’s just cheating :D.
Well, if we’re up for beating the dead horse a bit, let’s break it down:
The combo has 9 hits:
an M, H, and S on the ground
Air M
Zip line
Air H
H Wire Grapple
L follow up
Bionic Bomber
Since the MHS on the ground were all off a jawbreaker, they should count as air hits and impact decay accordingly. Unscaled Wire grapple doesn’t affect hitstun decay as well if memory serves me correctly, and all versions of this setup need to finish with Bionic Bomber. If my assumptions are correct, you’d have 6 air attacks worth of decay in order to get to the corner and setup your grapple into bomber. From Mid and maybe even a bit further back you might be able to do launcer + zip lines to push to the corner (though somebody else would probably be better suited for testing that, zip combos were never my strong suit) and set up. Coast to coast seems pretty unlikely though.
Either way, half screen to corner infinites would certainly be a nice tool in the inventory. Next time I get in the lab I’ll see if I can emulate it from midscreen.