questions..

  1. go from one wall to the other go back to forward.

  2. I wish:bluu:

  3. Don’t know.

  4. It you immediately hit the point character while they’re being snapped back, they will remain on the screen. I have been thinking of an interesting scenario though. In the corner, you catch the point and assist characters in orbs and then at the end follow it up with jab, jab, snapback. Then there’s the part I’m wondering about. Do you think it’s probable to make the snapback knock the assist into the corner and dash in and juggle the assist? I haven’t had any time to mess with so why don’t you guys try it out.

  5. So what’s the question in that statement?

  6. Don’t know. If there is one, i’ve prolly been using it but am too oblivious to realize it.

  7. Like Crow said: Strider can only teleport at regular jump height.

Thank you!!

I am thinking to try three things (and hopefully I will remember to do that the next time I get in such situation):

Disclosure: I didn’t read anything but a few threads… I just through about this… and maybe this would work… and if it does, this would be really :cool:

SITUATION 1: Rushing forever
(LP, LK)*2 > fireball LP > super orbs, call doom > teleport (on the other side), (LP, LK) non stop until your super is gone

repeat forever.

SITUATION 2: Guard breaking
qcf HK (=bird) > super orbs, teleport (on the other side). Maybe this will hit your opponent even if he pushes back… if it does right after the super, you can either do situation 1 (from the doom part), snap back or air combo.

  • if you have two stocks of super, and if one of your opponent character is dying, snap back. Then do again SITUATION 2.

  • if you have one stocks of super, and striker is dying, c.HP
    switch characters… maybe the new guy will hit your opponent in the air ==> more combos.

  • if you have no super, air combo… Then do again SITUATION 1.

SITUATION 3: SNAP BACK.
If you got two characters in the super orbs, hit buttons non stop until the super is over, and when the super is over, do:
LP*2, snapback (assist is throw to the other side), teleport the other side, and c.HP non stop.

Let me know what you think. Does that even work or am I just dreaming?

I don’t think teleport is fast enough for that. You teleport in the air and you’d have to wait to hit the ground before you could assist juggle. I think it has the potential to work, but the timing would be really strict. when orbs are on just do jabs. Kicks don’t throw rings.

i was just reading through this and (evan thuogh noone probly cares) there is a combo that u can use for this. its very easy. all u have to do is catch them both in a combo, and than snapback, dash c.lk c.hp until there lame butts r dead.:smiley:

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IIRC you press back~forward (direction) really fast.

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Normally you can’t. But if you do the wall to wall thing twice, coming off the wall = normal jump mode (i.e. call assists, double jump, etc)

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Err not really sure what you’re asking… outside of combo Commando prolly does more (ithink).

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Depends on the positioning of the characters. If you have both characters in front of you, the best thing to do is to make sure you’re still attacking them both after the orbs are gone and snapback (ex: right before orbs leave, c short c fwd xx snapback). If you do it too early, the orbs will hit the point character after the snapback and won’t get snapped out.

If you have the point character in front and the assist behind, the best thing to do is just snap as soon as orbs leave and at the same time use an assist (Doom) to position the opponent’s assist so you can kill it.

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?

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Jump short works with Strider and other characters too (Iceman, Ironman). Hard part is making good use of it. Jump RH is an overhead on Sentinel too =x

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If you mean like teleport and end up at like superjump height, I don’t think you can do that…

Clockw***0***rk