Alright, good to know.
I have been struggling with the run jumps as well, but today I was finally able to hit a modified version of the combo: after the first land I replaced run jump jp.mk (2hit) with run jump jp.lp xx mk(2hit). I was never able to get the pure jp.mk to combo, though I did get it to hit. Pulsr, can you confirm that you are in fact doing run jump into jp.mk and not cancelling from another move first?
The run jump technique seems to be the hardest part of the combo. I first practiced it by itself, just to get it in my muscle memory. I tap two punches and almost immediately tap up+fwd to get the jump. You basically do not want to see any of the run animation. You want the jump to come out asap. Though if you hit up+fwd too soon you will only get the normal jump.
If anyone wants to correct or add to my run-jump technique, please have at it. I only successfully pulled off the combo an hour ago so I only have a loose grasp on the technique.
Good to see GG/Marvel Pulsr running dem Valentine bnbs.
I’m having trouble with this as well. I can pull it off approx. 10% of the time but I can’t discern what makes those times successful and causes me to drop the combo the rest of the time.
Sorry for not updating. More or less running through a lot of medical problem stuff and will get to this shortly.
Took me a minute to realize that “gas” meant “ground throw.” Shoutouts to esoteric lingo.
Nice, I was needing some better damage combos for my team.
Just outta curiosity, though, how come you interrupt the second part of Argus to DHC into Checkmate? Wouldn’t the shots just be free damage?
The kunais don’t get their “knockback” effect if you DHC while the shots are hitting, He needs this “knockback” to have enough time to recover from the recovery frames and OTG.
This looks really cool, but do we have specific weight classifications for all the characters? Who else would you stick in the same class with Valentine?
Soul & Bella are heavy or sum’n & dub is massive :: erreebody else is medium & the 2 teenyboppers (PAINCOCK) are lights~
For lights, you’ll most likely be doing lp instead of relanding lk, so on your 2nd atg, you’ll have to start with mp to avoid IPS, that’s all I do. You can even go straight to hk if you want~
Swift Edit: Are my updated corners in here? Or in the MEDIIIC thread? Anyway, i’m taking a break from the lab & juss playin ranx & working on my actual game. I have a decent amout of Peacock know-how to run a steady Team Surgical~
On playing more, I’ve managed to be fairly consistent on Parasoul and Double (though I had to change things a bit for her), but its very difficult on Ms. Fortune, and nigh on impossible on Peacock; she falls too slow and she ends up too far most times for the combo I was trying to work. I just had to grind it out but in the long run this game really is going to be about character specific combos, at least for Valentine. I’ve yet to get any of the combos that supposedly work on the whole cast to, well, work on the whole cast, without modifying them significantly, often at the cost of significant damage.
So yeah, time to start remembering a shitload of combos…
A complete novice asks: how do I get IADs to work? Can’t seem to do 'em.
Normal IAD’s are jump and hit PP immediately. Valentine needs to backdash, and then cancel her backdash into an air dash to IAD. So basically, back dash, and then immediately hit PP again and you will IAD.
Also:
practices combo for an hour and a half and finally gets the timing
switches training dummy to a new character and the combo doesn’t work anymore
T_T
The backdash is after the jump, right? Just making sure. Thanks!
Actually, her backdash puts her in the air from the ground. To IAD with Valentine, simply hold back and push PP (on the ground) then let the stick go to neutral and hit PP again. She’ll go into her diagonal upwards dash from her back dash.
I’m trying to do those Pulsr combos and I cannot get that j.MK to connect after the run jump for the life of me. Is he actually run jumping that or is it something else?
I have a question about the Pulsr combo: what are the timings I should use for s.hp, j.hp (do i press it asap?), dash j.mp (do I delay the mp?) and what about the j.hp after?
To the ones not connecting the j.mk, I think you’ll have more succes doing tap tap instead of 2 buttons for a dash.
What would be the practical starter for these combos? do they work if you start from cr.lk, cr.mk or cr.lp, cr.mp? No I can’t test them right now.
The rest of you are killing me. Guys can’t even be nice and repost your combos from the other thread. :arazz:
Edit: also feel free to chime in on how I am organizing things. Anything and everything is helpful.
Wow so he is dashing? God damn thats some hard timing. Been trying for hours now to get that one. I can do it effortlessly in the corner but midscreen version is really hard. Pertho yes they work starting from crouching normals.
I am really in need of a decent damage, but not extremely hard execution BnB T_T
Pulsr’s is just too hard for me to do consistently.
For those in a similar situation (bad at combos), here’s an easier one I’ve been doing. It seems to work on most of the cast, but the timing is a bit different on some characters:
j.hp > cr.lp > cr.mk (1) > cr.hp > delay > j.hp > ad > j.mp (2) > j.hp > land > dash > jump > j.lp > j.mp (1) > j.hp > land > dash > st.lp > st.mp > st.mp (full) > cr.hp > j.lk > j.mp (1) > j.hp > ad > j.mk > (OPTIONAL: j.hk; this seems wonky and only works well on come characters) > QCF MK > QCF KK
Does around 5.7k (depending on all of her multi-hitting normals and whatnot)
In the corner this works:
j.hp > cr.lp > cr.mk (1) > cr.hp > delay > j.hp > ad > j.mp (2) > j.hp > land > dash > jump > j.lp > j.mp (1) > j.hp > land > dash > st.lp > (NOTE: On some characters, like Valentine herself, the st.mp will cause you to launch the character backwards out of the corner, weird, I know. On these characters, use st.mk instead of st.mp > st.mp) st.mp > st.mp (full) > cr.hp > j.lk > j.mp (1) > j.hp > ad > j.mk > QCF LK > land > st.lk > st.mp (full) > st.mp (full) > st.mk (full) > HK > HK > QCF MK > QCF KK
Does 6-6.4k depending on normals