Link?
I don’t know if this particular combo has been posted, but a person I played with had a kick ass Parasoul that totally dominated me any time I fought him. He was also kind enough to send me the combo string he used, which I’m trying to learn myself. It’s been… slow at best.
Here’s the combo string he used:
anything into cr.hp, j.mp, j.hp j.hk st.lk cr.mk st.hp [x2] xx lp napalm shot, st.lp st.mp, fwd hp xx sniper super, dash st.lk into whatever ender
Hey guys, I’ve been trying to replicate this combo:http://www.twitch.tv/leveluplive/b/318469175?t=54m30s
… Specifically, the j.HP restand ender. I’m basically taking Peacock all the way to the corner and doing the end part:
f.LP, s.MK MK, s.HP HP xx LP Shot
c.LP, s.MK MK, s.HK xx qcb.MK
PP UF, j.LK, j.HP, land
UF, j.MK, j.HP
It all connects, but the problem is that Peacock usually gets OTG’d from the final j.HP. How can I make her closer to the ground before it hits? Do I need to be faster with the j.LK? Should I wait longer before the j.MK?
delay the j.MK and the j.HP, you need to give her time to land for the j.HP
also that combo can go on for quite a bit longer, as you have plenty of normals left
Thanks!
Two more questions: Does that restand work on everyone? And, is s.MK MK always better than c.MK even when factoring in proration?
for the most part, after 14 hits you want to squeeze as many in as possible, as at that point you’ve hit 15% proration
Okay, I got it to work on everyone except Cerebella. How am I supposed to restand her, even normally? Nothing seems to work on her (j.MP j.HP j.HK / j.LK j.MK j.HK / j.LK j.MK j.HP / j.LK j.D MK j.MK j.HP / etc…)
This is true, and you should elaborate more with words for people who didn’t see the video where you briefly explained why it’s so helpful with her, particularly in the corner.
Double l buttslam is the only assist in the game that has all of these properties: invincible, unduckable, multiple hits.
That combo Severin was doing in the tournament against Mike Z seems like it does a ton of damage, anyone got it?
Which one?
So are there any other restands Para can do on Filia apart from the standard j.MP, j.HP, j.HK? The j.MP tends to whiff A LOT against Filia and it’s starting to piss me off. Typically if i try to launch after an OTG hit usually.
If you’re close, do (delay) j.LP j.MK j.HK. If you’re far, do j.MP j.HP j.HK.
j.LP j.LK j.MP to reset works at either distance (I believe).
EDIT: I can’t test right now, but I think that in the corner you can do a very slow j.LP j.MK j.HP restand.
But j.MP hits fine when close, its when she’s a little bit out that it doesn’t hit.
Meant the other way around. Whoops.
So what’s her midscreen combo/corner combo going to look like post patch? I hope you can still do lk mk hphp tear lp mp light egret lk mk launch, restand combo ender midscreen at least…
I think that hk egret corner carry combo just got more important.
You can; the first LK is free.
EDIT: Just wanted to make a few notes of stuff I found to work around the new IPS. I know most or all of this is known already, but because it wasn’t useful before, not everyone might realize it.
[LIST]
[]j.HK can go into s.MK, s.MP, or c.MP, it’s just harder
[]s.MK combos from any aerial (except j.D MK, but including j.B LK), assuming, of course, that you land soon enough
[]s.LK (one or two hits) can go into s.HP or directly into LP Shot, so you can avoid using s.MK and do things like s.LP s.MP s.HPHP xx LP Shot, s.LK LK xx LP Shot, jump, (any aerial), land, s.MK, (stuff)
[]Midscreen (or corner), you can: … s.HPHP xx LP Shot, (s.LK / c.LK / s.LP / c.LP) s.MP …
[LIST]
[]… LK Egret,
[LIST]
[]… dash, s.MK, …
[]… c.MK, f.HP, Silent Scope / Inferno Brigade
[/LIST]
[]… f.HP, Silent Scope / Inferno Brigade
[]… b.HK, …
[/LIST]
[/LIST]
Also, I haven’t tried it in a match, but j.LK seems like a really good reset tool even though it does less damage than j.HP:
[LIST]
[]You can combo from double LP shot, jump, delayed j.LK, land, (s.LK / s.LP / c.LK c.LP / s.MK / c.MK / s.MP / c.MP)
[]It looks a lot more like her other kicks than j.HP
[]It has less hitstun/blockstun so it’s better for tick throwing
[]You have to do it much later in your jump arc, so an empty jump into a low or throw is much harder to react to
[]You don’t have to commit until much later, so you could probably air throw if they try to jump out and you predict it
[*]It’s not used in any restands that can’t use j.LP instead
[/LIST]
EDIT2: Oh, and Mike Z added a 5-frame buffer to successive Napalm Toss presses for the patch, in case I’m not the only one who drops those sometimes.
EDIT3: Worked out a pretty decent corner combo that obeys the new IPS system and doesn’t use an OTG until the end. Tested on Ms. Fortune, can probably be adapted to the whole cast in some way or another:
(f.LP / c.LK), c.MK, c.HP
UF, j.MP, j.HP, j.HK, land
c.MP(2), s.HP HP xx LP Shot
s.LK LK xx LP Shot
U(F), delay, j.LP, land
s.MK MK, s.HP HP xx LP Shot
s.LP, s.MK MK, s.HK xx qcb.MK
UF, j.LK, j.HP, land
UF, j.MK, j.HP, land…
… Napalm Pillar, Silent Shot / Motor Brigade
… Napalm Trigger, Inferno Brigade
EDIT4~: Found kind of a cool throw reset combo. If you’re in the corner, after an LP Shot you can grab them and then use Napalm Trigger to restand with the tear. Timing varies greatly between characters but I’m pretty sure it works on everyone.
“s.LK~LK can go straight into LP Shot”
Thank you, this is what i needed.