wow, napalm loops are amazing. you can also get one rep midscreen so you can do something like:
basic launch>knockdown>Otg>relaunch>restand>Land>stuff>HP>LP Shot>LP>Stuff>HP>HP SHOT>QCFPP.
I believe HP HP NP does more damages while cr.hp, j.mp, d.mk, j.hk is for resets right? Thanks for the combo, I’ll train on it tomorrow.
Yeah you got it. Plus you can use the napalm pillar knockdown to setup tears to trap them.
Yeah I’m still trying to figure out what to midscreen.
I think doing one loop to launch to air combo to relaunch to restand to another loop to super will probably end up being best, but I’m not sure what ideal is. Her combos are bonkers though.
Also, does anyone have a consistent restand on all the cast midscreen and in the corner?
I’m using J.LK>J.MK>J.HK but it doesn’t work on like half the cast
I think loop into Super crumple into launch into restand into another loop is gonna be the best option. Doing a rep and then directly going into launcher midscreen hasn’t worked for me so far >.>
I’m curious what it is about fillia’s hitbox that makes the link after LP shot that much harder. I’m pretty consistent on most of the cast ('cept the cr.LK, I have no idea how you guys do that), but on fillia my consistency goes WAYY down.
oh well more grinding
midscreen you gotta use s.lk and s.mk. s.lk has less pushback, s.mk moves you forwards a bunch. then you can always connect the launcher except it won’t blow up your tears. s.lk s.mp c.fp worked every time for me but only after one rep, after they are too far away so then I would chain into s.rh xx super instead
jump stuff in this game is weird. you could probably do j.lp j.lk j.mp, land, jump, c.fp c.rh for a restand but getting the j.mp to connect low enough to combo the jump c.fp is a pain in the ass
for restand after launch i’m doing
j.mp d.mk mk hk
Which means I can’t do if I started the combo with a jump loop, but ehh whatever, I just like starting that way because it’s a lot of overheads and it’s pretty sick for damage, but it’s not really that practical.
yeah cr.lk I’m inconsistent on it feels like the hardest version of the loop.
More grinding is in order for sure. Gonna work on midscreen stuff now, corner stuff is making me go woahh.
Well, I played more of Parasoul online here are a few things I noted during that time.
j.:lk:, j.:hp: is a great air to air.
A deep j.:hp: is great for setting up offense. Much like Wesker j.:s:.
It gives enough hitstun that you can dash and cancel into either cr.:lk: or throw. The dash neutralizes push block much like in UMvC3.
Parasoul feels like a very well rounded character. She can zone and rush down at the same time. Even though her mobility leaves some to be desired, I feel her poke range and overall effectiveness of j.:hp: more than make up for it.
I would thing the only reason for assists would be just to extend and maximize the damage on her combos. More specifically allowing +:hk: to OTG instead of st.:lk:
PeaCOCK
f+mp OTGs and combos solo
oh wait you can simply do j.hp, j.lp hp as a jump loop score. j.hp j.hp works too but it’s much too height specific for my tastes.
lk egret call seems to be getting less and less useful, I had a lot of cool stuff I wanted to do with it too but loops make it very meh, maybe it can extend some juggle somewhere.
You can still do throw xx LK egret, back HK xx LK egret and I guess you can also do something like during your loop s.mk s.mk s.hp xx lk egret => mixups whatever.
The only use I can find for Egret call is for making +:hk: combo into cr.:hp:. And maybe making cr.:hp: safe as an anti air. Other than that, might as well cancel
+:hk: into something else.
The fuzzy guard setup (deep j.:hp:, (land), j.:mk:, j.:hp:) definitely works, I’ve done it online a few times. However it gets easily blown up by push block. That’s why you have to mix in empty jump low and j.:hp:, (land), dash pressure. But it’s oh so satisfying to land it.
edit: Oh didn’t know you could do LK egret during throw. Btw, can it be used as an assist? Like does it cancel the point character’s normal move? If so, that’d be freakin’ awesome.
I’d say the biggest use for LK Egret (unless someone finds some broke combo tech with it) is just to make a blocked mixup safe, i.e. ground string into b.HK gets blocked? you’re holding back already, just press f.LK and you’re good…
Edit: this forum is moving too fast today, I’m getting ninja’d all over the place D:
if you dash too fast after b.throw you’ll dash the wrong way and end up not being able to followup. this is kind of annoying.
trying to get reasonably optimized throw damage atm.
Are these 2 essentially the same combo (loops) except severin’s has a longer ground chain? Should I bother trying the first one in the lab? (if so, what’s the notation for it)
Severin’s has quite a few lp and lk starters. how come IPS doesn’t kick in? (3 lps at the beginning? 2 lks chain starts at the end?)
Can someone explain the 1-5s for the IPS in training mode again?
[media=youtube]qvgXb3uxwSA[/media]
So yeah. You can pretty much fit in as many tear shots as you have light attacks.
depending on distance you can link mediums too.
Just hold toward the opponent and use the :p::p: dash instead. Sometimes you might get backdash or forward dash, but either way, you can still combo after both.