Is it me or are the zipline loops completely not worth it? They seem to kill the damage pretty badly.
They’re neat and all, but not really BnB material.
Is it me or are the zipline loops completely not worth it? They seem to kill the damage pretty badly.
They’re neat and all, but not really BnB material.
lol i never insisted anything i only speculated then stated from my own exp.
you even quoted me “i never discounted jc’ing as being a method” :razz:
i know jumpcancelling as well, but its not needed in every situation.
like the cap thing… vs ryu, its absolutely not necessary. but if you try the same vs haggar it wont work unless you jc into stars&stripes.
to be clear: i was just stating from my own exp & not discounting jumpcancelling.
@ nite: ok man thx ill give it another try
@ 034: in ref to: “This thread is NOT for hard, flashy combo’s that use 4 meters, both assists etc.”… is it really a good idea to have multiple combo threads?
Let me rephrase: insisting that you can connect ground H grapple after S without JCCing. And even if there were a 1 frame link window or something that we all missed and you can nail consistently, JCCing would still be the quicker and more practical method.
lol you can
i wasnt trying to put forth a concrete "this is the one true answer"
arent we still all relatively just starting to mess w/this stuff?
& even tho its kinda snidely phrased… i agree w/the bold, whole-heartedly
Well you do build a full meter out of it and it is a bit decent for putting the opponent into the corner for the more damaging combos, but I like using it to set up for resets instead.
Not really but SRK is a forum for competitive play, not for flashy combo video’s… Why not use a video thread for stuff like that, or the General thread?
Zipline loop imo isn’t worth it if you look at the damage and how quickly Spencer puts people in the corner with his usual combo’s… And if you wanna build meter there’s always team aerial combo’s which can build whole meters with a single move
i respectfully disagree; these forums are for more than strictly competitive play
besides, flashy/hard combos only seem impractical until you can call upon & do them consistently…& often contain the framework for stuff that becomes the norm down the line. not to forget: they get people thinking.
& how do you quantify catching someone by surprise w/unothodox tech or mindfuckedness?
should we all play exactly the same w/no variance… one homogenized bnb only to win style?
(in my exp, team aerials get countered @ least 2/3 times :razz:)
I definitely agree on team aerial combos. Basing a gameplan on a guess based system is iffy at best, especially since someone told me you can just twirl the directions and mash S and it’ll auto counter. (Haven’t tried it yet in a match though lol)
As for assists, perhaps there should be a combo thread for general combos and a 2nd one for DHC/assist specific combos and all that fun stuff. At least, that’s what we’re doing on the Tron board.
i havent tried that either but i always think thats what my opp does when they counter **every **one i attempt, no matter how spaced apart(next to never) or close together(everytime) those attempts are lol
& im in no way trying to disrespect your thread 034, nor trying to derail/hijack it. i just dont know if there should be 3 combo threads(practical/tourney, assist/dhc, unorthodox/advanced). tho i do see how a separate assist/dhc combothread could be benificial.
also i dunno how deep youre wanting to maintain the OP, but to have 2 sections within it (practical/advanced) could be feasible?
Of course people play differently and try different things. Mindgames and tech are different from combo’s though, which is just plain execution. Threads like these are good guidelines for players who look at a new character and think: "Wait, what am I gonna do when I actually get in?"
Hard combo’s are okay if they actually get you the damage for the trouble. If they do less or the same damage as an easy combo, then why bother? In a tournament setting you’re less likely to drop an easy combo over a hard one and something like that can cost you a match in this game.
Team Combo’s actually surprise people often and you can’t mash out of them and get them 100%. Lots of people still think that but it’s actually not true, it’s a 33% chance. Not a lot of people always mash 360’s and S when they get combo’d either so you can usually get one tag out (which is also a safe tag, you keep red life) and with one hit you can get half a bar or a whole bar if you exchange down.
Assist combo thread might actually be a really good idea. I would put those here but there are SO many possibilities… DHC’ing is something you have to find out yourself but something like a list saying which Hypers go to what seems like a good idea.
I’ll make a fancy/advanced section if people really want it, but the general BnB’s take priority.
Tried to make a few practical versions of this gimmick, these are some of the results: [media=youtube]B2uKLrpDF7M[/media]
no trying, you succeeded lol very nice & inputs to demo jc’ing. its def the proper&reliable way :china:
that last punish combo was so strong… & stemming from one looped video, useful stuff has arisen!
:034:, for 1 meter supers, will you also include combos that start with one meter but build enough meter to use 2 supers in them?
Right now I’ve been doing
j.:h::s: > :h::s: > superjump > j.:h::s: > OTG grapple > j.:s: > land > :h::qcf::s: > slightly delayed :qcb::atk::atk: > :qcf::s: > :qcf::atk::atk:
for 940,300 damage anywhere from middle-corner w/o xfactor.
Great vid Sho, I can definately see myself using these instead.
Holy crap! Seem’s like I’ve been using Spencer totally wrong these first couple days.
Great stuff, thanks!
nice combos might have to use him now
Just like him i wanted to just show the difference of that gimmick with different assist. Although I don’t do different combo, I’m just showing you can use other assist other than wesker. Although timing will vary :X I wish thor could make you do this combo.
[media=youtube]l_zExHRaj_g[/media]
I’m not sure if it’s been said yet
Its actually possible to combo after his overhead attack (foward and B) a friend of mine discovered that one (his name on here is twk if I recall)
After doing the overhead, you can link it with his armor piercer. The link is kinda strict in terms of timing, but a little session in training mode should help nail it down in like 10 minutes probably less. After the armor piercer you can then just end it simple with either bionic lancer (easier) or the grapple hyper (harder)
Overhead>Armor Piercer>Bionic Lancer (easier)
Overhead>Armor Piercer>Bionic Grapple (harder)
Obviously if your closer to a wall you can extend the combo even further before doing a hyper, but just doing the ones I mentioned are quick, simple to perform overall, and pretty powerful stuff considering your just doing three moves.
I figured something crazy could be done with ground :h: grapple. Good shit.
damn, everybody needs to study these, imo this is how :h: grapple is supposed to be used.
Gonna hit the Lab soon