Any 70% combos I’m pulling are either a mid-combo reset (i.e. 2 combos), or a Sequel combo into/out of Parasoul. I haven’t really been experimenting with double-Sequel combos, but I might be able to pull a touch-of-death if I ever get around to figuring out a Parasoul into Bella into Double combo. Maybe.
I do run stops offline, but I stopped doing them online, too much of a pain.
Still a pain? I thought netplay was amazing now.
Yeah, but 5 ggpo lag is 5 ggpo lag.
Yeah, netplay is amazingly consistent, but it’s still as much lag as you set. There’s no setting in practice mode to practice your combos with GGPO lag, so Run~Stop stuff is going to get wrecked if you’re playing anywhere but 0 (or you suck, like a certain large, flightless bird).
T
Thanks!
I’d be interested in your Parsoul to Cerebella stuff too, since my team is Para / Cere / Peacock
Oh-ho-ho! Really…
Para/Bella
Parasoul, Corner:
f.LP/c.LK s.MK~MK s.HP~HP [Assist]
s.MK~MK c.HP j.MP j.HP j.HK
s.LK s.MK~MK s.HP~HP LP.Shot
s.LP s.MK~MK s.HK MK.Toss [Tear]
j.LK j.HP [Tear]
j.MK j.HP
s.MP s.HP~HP MK.Shot xx SilentScope xx Sequel
Cerebella:
Showstopper (whiff)
c.MP c.HP [Tear]
s.LP s.MP c.HP (instant)j.MP (late)j.MK
s.MK s.HK(2) Cerecopter xx Dynamo (otg)
s.LK s.MP s.HK(2) Cerecopter xx Dynamo
14,384 x1.0 Damage with f.LP starter and LK Bomber assist.
“Assist” can be Cerecopter / Lock 'n Load / LK.George / Screwball Cannon, basically anything. The Silent Scope Sequel to Showstopper whiff must be done as soon as possible to connect the following c.MP, so feel free to mash it out like the dickens.
Cere/Soul
Cerebella, Corner:
c.LK c.MP s.HK(2) [assist] Run~Pummel
c.MP c.HP j.HP
s.LP s.MP c.HP j.MP j.MK
s.MK s.HK(2) Cerecopter xx Dynamo (otg)
s.LK s.MP s.HK(2) Cerecopter xx Dynamo xx Sequel
Parasoul:
MotorBrigade
s.MK c.HP j.MP j.HP j.HK
s.LK s.MK~MK s.HP~HP LP.Shot
s.LP s.MK~MK s.HK MK.Toss [Tear]
j.LK j.HP [Tear]
j.MK j.HP
s.MP s.HP~HP MK.Shot xx SilentScope
15,014 x1.0 Damage w/ LK Hornet Bomber Assist
The Dynamo Sequel to Motor Brigade is done after the last hit of Dynamo, as your opponent hits the ground for the last floor bounce. Everything else is more-or-less similar to the previous combo. Again, “Assist” can be basically anything. Keep in mind that Pummel Horse forces proration to 50%, so you usually want it to be hit 7 or later, but it’s not an issue for me, since I’m using Hornet Bomber.
What have you guys been doing for mid-screen combos?
Launcher > j.LK > j.HK > cr.LK > cr.MK > j.MP > j.HK > st.MP > j.MK > st.LP > cr.MP > cr.HP > j.LPxN > Reset is all I’ve been doing. Sometimes I do cr.MK launcher > j.MP > j.MK > st.MP > j.HK > j.HP > st.LP > cr.MP > cr.HP > j.LK > j.HK > cr.LK > Standing or Arial resets.
c.lk, c.mp, c.hp, j.lk, j.hk,
c.lk, c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lpxn, j.hp,
s.lp, s.mk, s.hk, Cerecopter
That’s basically the best you can get meterless midscreen, and it works on everyone.
Also, I found a combo that works on Double only. I don’t know if anyone knew this, but you can get about 12k on Double with two meters.
j.lk, j.mp, j.hk,
c.lk, c.mk, j.mp, j.hk,
s.mp, j.mk, j.hp,
j.lk, j.mp, j.hk,
s.mk, c.hp, j.lpxn, j.hp,
s.lp, s.lp, s.mk, s.hk, Cerecopter, Super,
c.lk, s.mk, s.hk, Cerecopter, Super
It’s the most amount of hits I’ve seen Cerebella land solo, clocking in at 68. You could actually switch out the s.mp for a Pummel Horse, follow up the next part the same way, and actually break 70 hits (72 hit combo), but I think you’d get less damage. The end requires a corner, but everything up until that first Cerecopter is midscreen, and it actually has quite a bit of corner carry.
Zidiane whenever I do HK in the air into my bnb, IPS stops it from completing thus i don’t know how to incorporate my super.
Do you have a specific combo that you do for when you do air HK?
Zidiane’s combo doesn’t have a j.HK anywhere near the super… are you sure it’s not the s.HK? If IPS is triggering on the second line of the combo, are you starting the combo with an Assist? Because that kicks the IPS right into stage 3, causing the second j.HK to trip.
Do you mean the j.mp, j.hk? I’m not really sure which thing you’re having trouble with. Give us whatever you’re trying to do.
No, I’m talking about when you’re in the air and when you do an HK, the kick the swings diagonal and knocks down. After that you can follow up with a combo, my problem is that I don’t know how to optimize on my combo when doing it.
Also, one more thing I need help with. In this combo:
c.lk, c.mp, c.hp, j.lk, j.hk,
c.lk, c.mk, j.mp, j.hk,
s.hp, Pummel Horse,
c.mp, c.hp, j.lpxn, j.hp,
s.lp, s.mk, s.hk, Cerecopter
I can’t for the life of me connect s.hp right after j.hk
The j.HK uses up your OTG right away, which jumps IPS straight into stage 3, so you’re not going to get a particularly long combo outside of the corner. Just run Zidiane’s combo, starting from the first j.HK:
j.HK (otg)
c.LK c.MK j.MP j.HK
s.HP Run~Pummel
c.MP c.HP j.LPxn j.HP
s.LP s.MK s.HK(2) Cerecopter
Or for a quick and simple combo if you’re not tight on your links:
j.HK (otg)
c.LP c.MK j.MP j.HK
c.LK c.MP s.HK(2) Cerecopter
As for the j.HK > s.HP, that’s a restand. After c.MK launches, you have to perform j.MP as early as possible to get your opponent to begin descent, and land the j.HK as late as you can get it to make sure their feet are on the ground. The s.HP should just work if you set that up, I actually think the s.HP Run~Pummel and the j.LPxn j.HP bits are the most difficult parts of the combo.
Ok, I’ve got the restand down.
1 question, can I substitute HP for MP right after the restand (HK)? I noticed it works against Cerebella but not Valentine, and it gives a way bigger window to land Pummel Horse.
Course you can. The only way to continue your combo from a hp, that you should be doing at this stage, is Pummel Horse. Like the combo I listed up there. The s.hp-PH timing is a little strict, so instead you could just cut that part out and co straight to c.mp, c.hp, j.lpxn, j.hp, etc.
Man, I’ve got this theory combo cooking that’s so sick; run stops, double jumps, guitar loops and disgusting damage. I’m aiming for 10k for 1 meter, then dhc to cat heads for rage quits and TODs.
Oooh, I might be able to have j.d+MP in there too if it doesn’t count as the same move as j.MP in the IPS.
It does.
No matter, it would be for style not more damage.
So apparently on some characters you can do
c.HP sjc
j.HP land
c.MK
Without using the otg, it’s quite tight though.