How come his command grab isn’t listed in the combos?
I know you can do DP L, L M H S, SJ, M M H S, TK M grapple. It’s in one of the challenges, you just have to time the jab to catch them on the way down. Does 262,900 off a command grab midscreen. May not be as much damage as with the ground series, but it gives you a low/throw mixup.
If you do M M H QCF L, QCF M you get 279,000 even.
You can also do DP L, L M H QCF S, hyper for 450,000 or 401,000 depending on the hyper.
I do that all the time. Sometimes I’m close enough after the claw grab to go for a j.:s: relaunch combo, though I’m practicing to do a bionc launcher afterward for the DHC.
hey guys, nubcakes reporting in.
dunno if this has been mentioned or is of any importance, but it seemed cool to me(again, nubcakes)
was messing in training vs sent & did an on the way up jump chain, zipline into an on the way down chain, ground/launcher combo, etc. it went something like:
f.jump j:m:, j:m:, j:s:, down-towards zipline, j:m:, ground/launcher combo
or
f.jump j:h:, j:s:, down-towards zipline, j:l:, j:m:, ground/launcher combo
sorry if the notation & jargon is poor
first of all whats all the numbers mean? like when someone says something like " 24H" somethin somethin? describing a combo. can anyone decipher this for me.
second how do you make the icons of “H” or “M”
and is anyone experimenting with spencer’s air dash? the any attack and “S”
i found that you can link them into combos but i havent found its true potential yet. so if anybody out there who has tons of time on their hands wants to check into feel free. thanks
my team is Spencer, Zero, Akuma
24H = Down, Back High/Heavy Attack.
You can make the icons by selecting “Go Advanced” on the post and choose whatever icon you want.
I was messing around in the lab and I found some combos that put out more damage than the ones currently posted:
Midscreen No Meter:
:l::h::s:, SJ,
:h::s:, land, tk :qcf:
, air :qcf:
430,000
Took me awhile to figure out that on the SJ, you gotta move forward to be able to get the tk :qcf: to hit
Midscreen 1 Meter:
:l::h::f::h::qcf::s:,:qcb::atk::atk:,tk :qcf:
595,400
Corner No Meter:
:l::h::s:, SJ,
:h::s:, land, tk :qcf::h:, j.:s:, :s:, SJ,
:h::s:, tk :qcf:
485,800
Corner 1 Meter
:l::h::s:, SJ,
:h::s:, tk :qcf:
, j.:s:,:qcf::s:, :qcf::atk::atk:,tk :qcf::h: 671,800
This one is pretty much similar to the combo posted on the first page, but I was having a hard time doing a j.:s:, :qcf::s: after the initial air :qcf::h:, and it says it put out 638,100 dmg, and mine put out 738,800, so I dunno
EDIT: I was playing with it again, and the total damage is 671,800, maybe my damage level wasn’t at default, I did verify the other combos and those are the correct values
Also one more note: I’m used to TKing all the air grapples, I’m pretty sure u can do a regular jump :qcf: :atk: on the first three, but on the last combo the ending :qcf::h: has to be TK’d
^nice post; im def gonna use that ‘CORNER NO METER’ combo, I needed something like that, been unhappy with spences corner combos, much rather be midscreen with him.
Ok Spence, Sent, Hag
Any combo leading into Bionic Lancer DHC’d into Sent :qcf::atk::atk: wow thats damage.
Been running this team for a min, but I just switched Sent to #2 in the order and its a huge improvement.
Heres my BNB for this DHC:
ambiguos air wire dashing, j.:s: :l::h::s: S.J. j.
j.
j.:h: :qcf::l: land :qcb::atk::atk: DHC :qcf::atk::atk: (Sent Electric Fist)
733,300 damage
Then you can send Hagger out for sweet Body Slam Hyper fo mo damaj
Thanks for all the combo’s everyone! I’ll sort out everything this weekend and get the most useful damaging combo’s in a nice list to make it more accessible (rather than having an OP filled with millions of combos that are all alike).
Looking at the combos and their damage I think Amor Piercer is a must. It just raises the damage a lot. Maybe won’t fit in all combos, but magic series into armor piercer into magic series again should be considered in corner combos, even if they get you out of it.
I have a variation on the corner combo:
I have trouble linking the j.:s: :qcf::s: so I do the following:
:l::h::s: S.J.
:h::s: land tk’d:qcf::h: wait til your both on your way down; :d::atk::s:, :d::atk::s: land :l: :qcf::s: :qcb::atk::atk: tk’d:qcf::h:
Damage: 592,700
not as much damage as the other variation, but using the wire grappler on the way down from the wall bounce makes it much easier for me to link into the Armor Piercer xx Bionic Lancer
Yes. I think it’s because she floats a bit during her standing animation, I haven’t tested it on many characters so far.
Bionic ARRRRRRRRRRRRM canceled into x-factor as soon as it hits, pause, neutral jump :h: (slight pause) :s:, land, neutral jump
:h: :s:, stand
, launch - whatever.
Been trying to work this loop in when I can land a launch without a lot of hits before hand.
like… launch, ^, (pause) :h: :s:, land, TK wire, land, neutral jump
:h: :s:, land, relaunch.
It’s all spacing dependent though on how far you are from the wall also your opponent’s hitbox size makes it wonky.
Found a combo alternative for those having trouble doing air.:s: > :qcf: :s: after corner combo, and it does more damage. Instead of :qcf: :s: as you land try :qcf: :h: > do the :l: follow-up > call otg assist > Bionic Maneuvers.
I took the liberty of fixing this for you.
j.:h:,j.:s:,:h:,:qcf::atk::atk:,j.:qcf::h:,j.:s:,:qcf::s:,:qcf::atk::atk:,j.:qcf::h:
Boom, 804,800 damage. If you’re not confident in timing standing :h: after the jump in you can do cr., :h: (MAKE SURE YOU CROUCH FOR MORE DAMAGE) and I think you’ll still hit 800k.
EDIT: Apparently adding the cr. you get more damage, and by adding a :h: after the j.:s: after the OTG, you get even more damage. I got 819k on Sentinel, but on other characters it could possibly do more.
How much damage does the mission 10 combo? instead using bionic arm you use his bionic maneuvers
I done this combo a couple of times on accident, but hitting the Standing S then Air S is kinda tricky timing, can anyone tell me when I should hit S?
You mean j.S to standing S for relaunch? It’s actually very easy as long as you TK the qcf+H grapple
So I first want to mention that there are several DHC’s and such that be done off of bionic arm rather than what is listed. For example my team is Wolvie/spencer/doom. I can easily bionic arm hit confirm into wolvie’s Fatal claw super for good damage or doom’s dp super.
Also just bionic arm kfc - m,h,s into combo works, don’t need to bionic arm twice. You do want to doubel bionic arm with kfc if you catch an assist, lvl 2 xfactor does like 600 mill alone on an assist, so you can can kill half the roster as an assist with xfactor, its also super easy to do.
I personally have a very hard time doing tiger knee command with my pdp marvel controller, the up diagonal command doesn’t start until almost the very top of the cotroller. I literally have to roll from down to up and the time is to long. I’ve tested it in training mode, I will get D, df,f,uf on command the hit medium but he won’t jump. Does there need to be a delay, because if there is I don’t think I can do it efficiently on this controller. I can easily get the otg hook without tiger knee but getting relaunchers or supers afterwards seems almost impossible doing this way.
Also I want to mention a fun combo with doom rocks especially on big chars. Normal jump zip line downforward to opponent while calling assist, zip twice more when it hits, u can actually combo all 3 zip lines and buy enough time for doom rocks to hit then combo off the assist, it looks really funny but since zip line breaks super armor it might become a BnB approach against him for me.
You just have to wait a long time on the air S. You need to be almost on the ground when you do it. The screen lifts up on the wallbounce, so the floor is not where you think it is.
Anyone else notice how slow you have to do the TK motion to get it to come out in the air? I can’t count the number of times my inputs show the TK H grapple but I get standing H grapple becuase I hit the button too fast. Got it fixed now but it was kind of a pain getting that down.
Any hints on the timing of the relaunch air combo in challenge 10? I always seem to land too late for viper’s assist to hit before Cap tech rolls.
Ok so have anyone found a combo dealing 500k + mid screen?
From what I’ve seen, you should never have Bionic Maneuvers twice in the same combo since it’ll get scaled down too much.
If you replace both supers with Bionic Lancer, you get 852,200 damage.
If you replace only the first super with Bionic Lancer, you get 878,400 damage.