Ah, thanks very much for the info, Alternate. That crossover stuff you mentioned actually sounds like quite a decent oki setup; I’ll need to fiddle with that later on.
I get the general impression that Rock’s weapon dash gives (or will give, if we can discover anything else with it) him a huge mobility advantage. In a sense, it reminds me of Bridget’s 214K yo-yo set shenanigans in GGXX–you could use it in block strings for quick aerials, evade corner lockdown, all sorts of good stuff.
Obviously, Rock’s WD isn’t as versatile, but it sure as hell feels that way.
In every fighting game I know of, a ground attack would have to be jump-cancellable in order for you to be able to tiger knee something from it. The only jump-cancellable attack Rock has is his launcher, and it’s not cancellable on block, so those aerial weapon switch mix-ups wouldn’t work in combo strings.
And I’m not sure that I’d call 9B a tiger knee motion… but yeah, it’s good cause it’s an overhead, that makes it useful. I found follow-ups to it to be kinda tricky, though, because Rock remains stationary in mid-air after it for so long. I’ll have to experiment more with it, probably with some of Samurai’s suggestions.
Yeah, something like that is used in Melty Blood, but here it’s not as fast, so it’s not as reliable. You’d be better off faking an air dash behind the opponent, then weapon switching back again to cross them up. Maelstrom, that might be a decent okizeme but I really don’t think it would be effective in this game because of how easy rolling is.
ah. I think I understand. Ill have to practice it up. Would it be worth practicing against the CPUs? Seeing there isnt a Texas, Sugarland Scene up yet.
Hmmm if you’re having problems with slow recovery, try getting it lower to the ground. Ideally you want 6B to be done as low to the ground as possible so right afterwards he touches the ground and it cancels the animation. You can also jump cancel it and go into an air dash immediately if that would be easier for the combo. Haven’t tested it but I imagine you can do like 9B IADB land AAA 5B 5C 236A x infinity.
From what I could tell, MegaMan doesn’t fall at all while he’s doing the punch, or if he does, only at the very last part of it. He’s literally floating in the same spot for the whole duration of the punch, so it’s not like doing it closer to the ground would help; he just doesn’t fall at all, or not until the very end. What I thought might change this was cancelling the punch into arm change in the air, then continuing on the ground.
I don’t understand the combo you’re mentioning. 236A after 5C (standing shot)? And what attack are you saying you can jump-cancel from, 6B in the air?
Either way, the only real advantageous trick I see with this is that it’s an overhead, with free recovery since you’re able to cancel it into arm change. I’d have to sit down more with it and see about follow-ups.
236A after 5C in the corner is the infinite. Puts you up close enough and cancels the recovery of the shot.
Also 6B in the air definitely recovers faster than 6B on the ground, and like you said, jump cancels and all. He does float BEFORE it connects, but afterwards he drops down. Him floating at first is the whole reason it works, lol.
Why do I recall that being an overhead… if it’s not then, this isn’t that big a deal…
You meant that combo to be in the corner, then… ok, yeah I’m aware of the infinite.
Aerial 6B is jump cancellable because almost every normal aerial is jump-cancellable in this game. What people were talking about earlier is cancelling a ground attack into an aerial 6B via jump-cancelling, but I don’t see that it can be done with MegaMan’s normal moveset.
Wouldnt it be smarter to test these things in Versus mode or Level 1 CPU Survival or Arcade mode? The only way training mode would work is if you had someone to help you.
Also, I know that 6B Normal has a bit of hitstun, but how much block stun would it have, if they can block 9B low, if it has enough block stun, wouldn’t that make it a safe move to WD out of?
I don’t know what you’re talking about. If you try to test an overhead in Survival mode, and you hit with it, how are you supposed to know if it was because the CPU blocked low, or if you just flat-out hit with it? Especially at Lv1.
Most training modes let you control the CPU’s move and block options separately, so you could test and overhead by having it crouch and block. If TvC training mode doesn’t let you do that, it sucks, but a fighting CPU is no better help.
You should rephrase the other question in your post; I don’t understand it.
As far as I see, I don’t think arm-cancelling a 6B in the air (close to the ground, so you’re hitting a standing opponent) is much more advantageous than arm-cancelling a normal 6B on the ground.
And honestly, “arm-cancelling” is a better term than wavedashing.
WD = Weapon Dashing, but that’s not the point, because its a matter of opinion. Neither term is better than the other as it all comes down to personal perference aka what you like better.
I only asked the question going on xS A Mx’s post about Training. I thought there was some issue with Training mode that would be apparent in normal play, so I based my question going on that. Also, I mentioned versus in-case there was something different about training mode as that’s pretty much a human only mode.
Also, I was talking about if you’re trying a 9B and its blocked, would the block stun allow you to Arm-Cancel/WD out of your 9B and follow up with something else?
Idea: If they block the 9B low, and you’re in the air, maybe; it might be character/height dependent, you could AC/WD over them and try something else.
Here are some tidbits of info I’m finding during a late night mess around in training mode. These things may or may not be known/common knowledge.
Mega’s jumping front throw does more damage than his normal throw, but jumping back throw does the same amount as a standing back throw.
Is that normal for all characters?
EDIT: He really doesnt jump all that high either. Expected for a heavy ass robot.
EDIT2: Stupid question. Disregard.
EDIT3: 9B Shield Gun cancels the rest of the animation on landing, meaning you end it quicker and regain control of mega sooner. Can be used in succession.
Also. I might of missed it, but is it 100% confirmed on the gun reflecting projectiles?
EDIT4: You can also Dash after the 9B Shield Gun and combo into a 3C.
EDIT5: 3A Drill Arm seems unsafe because even though its a 6 hit move, when blocked, I only see a single block, meaning that after the first block, he’s vulnerable for the rest of the animation. It does look it’d start low though, so it might throw them off. The start up is nice making it okay for combo finishers if you happen to have it out.
6A Drill Arm has some good range, but the start up is noticeable. What can combo into a 6A Drill Arm?
is this universal? meaning, at any distance? I think you can only do the follow-up if you connect it while you’re near the middle of the screen. if you’re beyond that a dash won’t get you close enough.
that said, I’m curious if 2 (or 3?) forward weapon switches will get you in range since it’s faster than dashing. Otherwise, the only follow-up you can do is machine gun super.
Also, what happens when megaman uses shield on a giant?
yea the shield reflects projectiles. Particularly good vs saki’s shots cuz they’re so fast that she can’t evade and you get a knockdown.
If by succession, you mean only once in a combo, then yes. :looney:
If you hit with 2 shield-arm attacks, the second one won’t wall slam. If Ryu does his back kick 2 times in the same combo, the second one won’t wall slam. Only once per combo.
I’m pretty sure this only works in the corner, unless you can arm-cancel the attack very quickly right after hit.
You must mean 3B, not 3A. The drill uppercut isn’t that good for anti-air; the opponent blocks only one hit because he comes down after blocking the first of the 6 hits, and you can’t arm-cancel out of it if blocked, unless you have frame-o-vison and cancel on that very first hit when the opponent blocked it.
Drill arm is the most powerful arm for single air combos.
5B?
(and again, you must mean 6B, not 6A)
Start-up matters less when you can arm-cancel anytime it makes contact with the opponent (hit or blocked). 6B into super drill upper. Baroque from 6B doesn’t work, as far as I can tell.
Sorry about my errors. It was 3-5AM and A = Med, and B = Weak on my control scheme. My reply’s are in red.
Also, I just remembered, 5B in air can…uh…what do you call it when you jump over and attack over someone and the attack hits them on their backside while your jumping over them? I think its called switch up or cross up or something. I don’t know. But if you time the 5B in air, it his them on their back side, but since you’re still facing the same direction, you can arm-cancel back for some…excuse my terminology…mindgames.
I just told you, 5B combos into 6B drill arm on the ground. You don’t need to Baroque into it. What I said was that you can’t Baroque from 6B drill into something else. Drill arm does several damaging micro-hits, the opponent can block almost immediately after they’re done.
In your assumption? That’s how it is. In every fighting game.
You need more experience outside of Smash, or something, man
EDIT: I just noticed that when I did a 6B Normal Arm while trying to master up-canceling, that when doing it under Batsu, it crossed-up and hit behind him and he went flying behind me in air. More small bits of info.
Anyway, just wanted to mention something about Rock’s 214AB Machine Gun super. You can bait your opponent’s Megacrash (with an aerial rave combo or starting the infinite) and at the moment your opponent megacrashes, you can punish it with 214AB and the opponent’s megacrash will whiff. I’m guessing that the 214AB has invincibility frames, which would make sense as to why this works =P