OK guys pretty sure that this can be a BnB from mid screen, carries to the corner 590k plus we can use what ever variation at the end of :l::s: or :h::s: whatever trag13 did. We can also end with :h::qcf::s: etc whatever floats ur boat.
I’ll be using this mid screen, Spencer is looking very destructive… With my Team X-23 point to benefit from Spencers horizontal
assist zip grab to pull in my opponent so i can otg or someone else that has tog moves to benefit from it (not wesker), then have Spencer come in afterwards to rip apart there remaining characters. Having someone to back him up like Iron-Man uni beam, how does that sound to u guys…?
He seems to have skipped the :h: or c:h: before the launcher, not sure why. You could probably include it for more damage.
TK means do the motion for the move followed by a jumping command, so for instance :qcf: then :uf:, before hitting the attack button. It makes you do the air version of the move close to the ground.
Better one but someone needs to try it out dont have a personal copy…
If thats the loop cr. cr.:h: :l:+:s:, st.:l: cr. cr.:h: :l:+:s:, st.:l: cr. cr.:h: :l:+:s:, cr. st:h: :qcf::atk::atk:, TK (tiger knee input) :h: grapple, air :s: :qcf::s: :qcf::atk::atk:.
Now if that sh*t works tell me the damage an if it actually works then hahhahahaha its gonna be a whole lot of ass kicking…
In the loop the critical move is the cr:h: as that is what puts them in the air. The zip wire is like +8 against aerial opponents but like -2 if they’re grounded. Should work fine with standing but cr:m: does more damage. It might even work with standing :h: after you get them into the loop.
Also, nappydude, that should work since the loop pushes them to the wall. As long as you don’t use a wallbounce before the TK :h: grapple you’re golden. Can’t test it as I’m at work, but I’ll give it a go when I get home and see what I can do.
Also, is it just me or does it seem like there are a lot of SSF4 DeeJay mains liking Spencer?
You can use cr:m: or standing in the loop
You need to use cr:h: throughout. If you don’t, they juggle too high off the :s: + :h: to do another rep
The loop requires linking the :l: after the :s: + :h: and I don’t have it down yet so I can’t do multiple reps. I will get back to everyone on other loop combos.
There is also a reason the third rep goes :s:, cr., :s: as standing will whiff on the third rep and after cr. a cr.:h: will whiff on the third rep
yeah i love that & have been messing w/that loop since trag upped that vid. its not very difficult @ all(once you get the timing) & yes, you def can sub a standing:m: in place of the c.
also, instead of doing a hori zipline after the c.:h: you can do an uptowards zipline into :l:x3,:h: xx things(lancer, :qcf:+:s:, etc)
After a few reps of the loop you CAN combo into :l: :qcb: :atk::atk: but i wasn’t in the corner to do the rest of the combo. Having trouble doing 3 reps of the loop, can do 2 easy but hit stun decay kills me on the third.
While messing around with the loop I might have found a useful reset, or maybe it was just obvious: After the second zip hits, wait half a second and do the air command grab. It will be the perfect height to catch the opponent, and it seems like there’s only a tiny window for escape, if any.
They can aerial recover to escape, but it should be similar to the air reset after a combo OTG :h: grapple. Air recovery forward should give you an autocorrect :h: jawbreaker, no air recovery roll gives you the :h: jawbreaker, and roll backward will take them out of range unless they’re in the corner. Good thing the loop pushes them in the corner, may make it really hard to escape.
Good call on that reset.
Do bionic arm when she glows white, and why should I do the Qcf, UF motion for zipline? what I do is after knockdown I jump up and then do qcf+H, is there a difference between qcf, UF+h?