new team corner combo -
j.:h:, :h:, :dp:,
, :h:w/:a2: (nova assist b,) :qcf::h:, :s:, j.:h:, j.:s:, :a1: (spencer assist y,) :qcf::atk::atk:
builds one meter and does a clean 861,000k damage
new team corner combo -
j.:h:, :h:, :dp:,
, :h:w/:a2: (nova assist b,) :qcf::h:, :s:, j.:h:, j.:s:, :a1: (spencer assist y,) :qcf::atk::atk:
builds one meter and does a clean 861,000k damage
I’m not sure i understand how the spencer assist can be used after an aerial combo. mind explaining?
calling in spencer before the hyper, the hyper otgs and spencer gets a free hit during the hyper animation. spencers hit is what builds the last part of the one meter.
I see, interesting
bumped up the damage from my previous combo of 861,000k with -
j.:h:, :h:, :dp:,
, :h:, :qcf: :l:, :h:w/:a2: (nova assist b,) :qcf::s:, :s:, j.:h:, j.:s:, :a1: (spencer assist y,) :qcf::atk::atk:
this only works from midscreen so far but it does 893,100k.
Here are some combos I use with Nemesis that work in real matches …
Reliable BNBs -
j.:h:, c , s :h: xx :dp:
, c
, s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :qcf::atk::atk: = 777, 800 DMG
http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/hcb.png
:l:, c , s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj
, sj :h:, sj :s: / :qcf::atk::atk: = 639, 800 DMG
*Meter Gain +0.8
**Works Anywhere … dropping the 2nd sj gives 6k more damage but makes the super at the end hard to fully land midscreen on smaller characters (the 2nd missile like to whiff giving you 599k)
j , j :s: / c
, s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :qcf::atk::atk: = 734, 900 DMG
*Meter Gain +0.8
**Instant overhead on big characters, good anti air combo … works anywhere
With Common Assists -
j.:h:, c , s :h: xx :dp:
, c
, s :h: xx :qcf: :l:, s :h:, :s:+:a2: /\ sj
, sj :h:, sj :s: / (missiles hit) s :h: xx :dp::h:, :qcf::atk::atk: = 779, 300 DMG
*Meter Gain +1.25
**End with :dp::atk::atk: in the corner = 787, 500 DMG
http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/hcb.png
:l:, c , s :h: xx :qcf: :l:, s :h:, :s:+:a2: /\ sj
, sj :h:, sj :s: / missiles hit) s :h: xx :dp::h:, :qcf::atk::atk: = 641, 600 DMG
*Meter Gain +1.15
**End with :dp::atk::atk: in the corner = 648, 200 DMG
j , j :s: / s :h: xx :qcf: :l:, s :h:, :s:+:a2: /\ sj
, sj :h:, sj :s: / (missiles hit) s :h: xx :dp::h:, :qcf::atk::atk: = 749, 900 DMG
*Meter Gain +1.05
**Instant overhead on big characters, good anti air combo … End with :dp::atk::atk: in the corner = 758, 700 DMG
j.:h:, c , s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :a2: (Gun OTG), s :h:xx :dp:
xx :dp::atk::atk: = 798, 400 DMG
*Meter Gain +0.9
^^Works Anywhere
http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/hcb.png
:l:, c , s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :a2: (Gun OTG), s :h:, :s: /\ sj :h:, sj :s: / :qcf::atk::atk: = 689, 100 DMG
*Meter Gain +1.2
**Works Anywhere
j , j :s: / s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :a2: (Gun OTG), s :h:, :s: /\ sj :h:, sj :s: / :qcf::atk::atk: = 807, 900 DMG
*Meter Gain +1.2
**Instant overhead on big characters, good anti air combo … works anywhere
PS - Adding c :l: to the beginning of these combos will seriously affect damage output and sometimes cause whiffs due to pushback on even mid sized characters (especially if they’re crouching).In my experience c is fast enough to hit confirm the j :h: and the c :l: is not needed. If you see the j :h: is blocked and get the c :l: to connect (it hits low, unlike c
) you will be okay with pushback because they will not be crouching 99% of the time (crouching yet not blocking??).
Also due to small size/small crouchers you may need to switch s :h: to c :h: at the beginning of the combo.
EDIT - I figured out a better combo with Wesker gun assist! Yeah, it only does about 20k more damage but it’s meter positive, which is a big plus IMO. It’s a bit tricky the first few times … but once you get dash into the H RL Slam down it’s simple.
j.:h:, c , s :h: xx :dp:
, c
, s :h: xx :qcf: :l:, s :h:, :s: /\ sj
, sj :h:, sj :s: / :a2: (Gun OTG), :dp::h: xx :qcf::atk::atk: = 817, 700 DMG
Going to sound super weird, but if you do a Aerial Swap combo into Nemesis, what is best to do?
Found something:
Off a downwards bounce at least:
jH, jdH, sL, S, then relaunched combo such as M,M,H,S, QCF+AA
And with better timing I even removed the standing light. Interesting. I wonder if I can do TAC > jH, jdH, L,M,H, QCF+L to a launcher…
Also since its a relaunch it resets the TAC order so you can go char 1 > Nem > Char 1. Interesting…
interesting find. how much damage do you deal/ meter do you gain compared to regular abcs?
Well I was only doing it off super basic stuff like (from Frank) S, sj, M,M,H, dS > Nemesis. Then its just jH,jdH, land, S, to whatever you want on relaunch. I assume since the hitstun has been reset you may be able to land something like ABC, QCF+L to a relaunch after it as well. I will explore it a lot more tomorrow. Its an interesting way to gain meter and remove meter and such since you can team combo over to him and then right back.
[INDENT=1]Ok, found something else interesting. For reference my team is Nemesis, Frank, Skrull and I saw something interesting.[/INDENT]
[INDENT=1]Using Frank’s shopping cart I can either get a free launcher off hit or a tentacle slam off block, from there its a simple combo and if I do an aerial exchange it exchanges to Skrull, from there it exchanges back to Nemesis which is just plain weird. Then of course I can do a simple setup for a relaunch and it will combo into Frank. So odd.[/INDENT]
[INDENT=1]I wonder if Nemesis can using his aerial rockets to stop his momentum in order to landed angled deadly reach into a relaunch from any team combo. Testing fun time…[/INDENT]
[INDENT=1]This also means that if your anchor character is someone like Doom you can aerial exchange to Doom if your character 2 assist is out and do some ridiculous combo into aerial finger lasers super and DHC back to Nemesis for massive damage. Oh the possibilities…[/INDENT]
[INDENT=1] [/INDENT]
Ok, This is what its looking like in the end from my limited combo skills. If you exchange combo up to Nemesis in the corner he can land a jM,jH,jdH into a tentacle slam reset. Only problem is the way the techs are setup it might be too tricky. I’m sure OnlyWingedAngel may be able to do more with this. To the side it looks like jM,jH,jdH into a reset as well. Down you can obtain the relaunch as previously stated.
THE CAPE!!! man havent seen you since willvo haha. when testing your slam resets off a TAC do you have the dummy set to random to ensure reliability on which slam is best to use?
Always, just need to get more consistent as I have only really been putting in Marvel time for a week. Once I get more consistency I’m sure I’ll better know whats good or not. Or I can just let OnlyWingedAngel define the entire character…
Yo i’m in there.
Well I always try the same reset and individually set it to back/front/neutral on 3 tries. To see what works and what doesnt. Random technically does the same thing but you have to note that sometimes it chooses the same tech 2x in a row. Random is good however for a Nemesis player to practice resets to figure out which one is best and when or not to delay it.etc
Well I’m just silly. I run the team of Frank, Nemesis, and Skrull and I just found something really funny for Nem and Frank. I found out a bit ago that Nemesis can do Bioweapon Assault and tag out to frank doing his funny face crusher super so that Frank can get a picture off that. You do his Tools super if you are on the edge of the screen, but funny face right next to it.
Using the idea from the relaunch off of air team combos I did a combo with Frank to level him to three and end with a super. DHC to Biohazard Rush and then X factor before the super ends. From there you do bioweapon assault and trade back to frank for another level up. Usually hits about 4 and very close to 5. Such a waste of meter as its four meters and an X factor. But it should hit Frank to lvl4 and still kill Thor. Oh the silly things we do.
Alright, tell me how that works out the next time you fight Thor, you remember the strategy, and really want to level up frank, and have X factor to burn
Its just one of those silly things to do. I have a standard Frank combo that does about 500k and hits 43 PP points for only 1 meter. Its not really an issue.
Anyway, anyone see this?
[media=youtube]tAwFTBFsQyE[/media]
IMO not that special, i’ve known that you can follow up after air series into s.H but timing is tough and it’s best served for a reset since using Deadly Reach scales hard.
well i finally broke 900k with on meter guys!!!
Do tell
jerk answer is - wait for my video (that i havent even started!)
tease answer is - spacing sucks, it uses both assists in the same manner as all of my previous combos have, you have to do it as fast as you can and its hard as hell to get the end to hit properly!
:h:, :dp:,
, :h:, :qcf::h:, d.:h:w/:a2: (nova assist b,) :qcf::h:, :s:, j.:h:, :s:, :a1: (spencer assist y,) :qcf::atk::atk:
913,400k damage