@jak
I’m sorry about not replying back… My laptop’s battery died and I had to buy up a new one…
About that confirm using Plasma Beam, there’s 2 variants (Midscreen and Corner)
Midscreen: cr.
+ :a1:, :qcb: :s:, j.
, unfly
, land, forward jump
, j. :h: (you can double jump if you want to), j. :s:, st.
, st. :s:, j.
, j.
, double jump
, j. :h:, j. :s:, ender
I have to re-do the combo for meter gain and damage specifics, but I believe you gain nearly 1.4 bars.
Corner: cr.
+ :a1:, :qcb: :s:, j.
, j.
, unfly
, double jump
, j. :h:, j. :s:, st. :s:, j.
, j.
, double jump
, j. :h:, j. :s:, ender
Again, I forgot the specific meter gain and damage, but it does gain more meter than the midscreen version. One thing to note though, is that in the corner after the ground bounce, you cannot do st.
, or lightweight characters slip out of the combo and you can’t get the double jump
in the air if they haven’t fallen out of the combo yet.
These combos are coming out of my head of what I remember, but the general idea of the combo is there… I may add or remove a
from the combo, once I get a chance to try these combos at home today.
I don’t remember any cr. :l: or st.
confirms using Plasma Beam at the moment. What I do know is that Plasma Beam seriously scales your combo (perhaps worse than a throw combo).
@Juece
For the :l: dilemma, st. :l: is faster than cr. :l: by 2 frames (standing is 7 frames, crouching is 9 frames); so, you generally want to be using st. :l: as a quick punish for some general moves that cr. :l: won’t be fast enough for.
Although, cr. :l: might actually be better off in practice because of 2 reasons: 1) You can still do the :h: Kara-Cancel into the command grab, though you have to be a bit careful because it has 3 less frames of recovery, you might do it too fast and whiff a grab since they’ll still be in blockstun (thoughI haven’t tested myself in an actual match). 2) It’s a rapid-fire normal (meaning you can mash it), and honestly, I never really knew it was mashable.