Okay, I’ve changed the notation back to LMHS. Sorry for the confusion for people but the key will still be left up on the first post so whatever you are use to just use that. I feel LMHS is better in the long run because this is officially what the game uses.
Added but we need a lot more information with this combo like possible enders, etc… I added some notes on some theories I have on what we could do with the combo. I can’t test till later today.
Killey is that combo in regard to the combo with the fly mode extension or the basic loop ending with EM Disrupter? This is the current combo I am working on but unsure whether to have the hypergrav combo for corner purposes and the fly mode combo for midscreen situations.
Do your first j. H quickly, you should be hitting their legs, and do the dash M H quickly as well so they don’t fall very far. You can tell you’re doing it right because the 2nd and 3rd reps they should fall very little.
Instead of doing launch, H adf MH land, you can do launch, slightly delayed H addf H, (j h adf mh) x3, then H xx H disruptor xx shockwave or squeeze midscreen. in corner you can finish H xx L hyper grav, then tempest or S, j MHS shockwave to dhc, or squeeze. if you, for example, do j. C, c. MHS into the full loop in the corner into level 3, it does 930k.
surprised no one has experimented with unfly yet. then again, i guess it is a little redundant.
c.L, c.M, c.H, S, sj.H, air dash forward, H, fly, L, M, H, [air dash forward, M, H,] x2, UNFLY, H, s.H, Hyper grav
did testing mostly in corner, but the combo carries pretty far, but hyper grav definitely doesnt connect outside of corner.
something like 400-420k with this alone, not sure exactly, cant remember(at work right now)
after hyper grav, you can:
jab n go for throw reset
cancel for magnetic tempest for total of 600k ish damage
relaunch for magic series into shockwave/grav squeeze/possible assist extention
or you can go straight into grav squeeze as substitute for tempest if you wanted.
you can get kind of silly on x-factor level 2/3, on a jumping character you can just sjH, add, sjH, land and repeat for a few times. can do it with M too
Most of the time I attempt this loop the second launcher misses the opponent because they regain control of their character before they drop within range of it. Any idea what i’m doing wrong?
Lol thanks but I’m still either whiffing or barely scrapping the feet of the falling opponent when I attempt to start the 2nd iteration of the loop. Basically when I do end up hitting my opponents feet, I dash forward but am unable to hit the enemy anymore than once.