How do you put three cr.lk’s in a combo without activating IPS?
Also, about the Post-Patch Approved corner combo: that s.mk should activate IPS since you used mk on the ground already in the starter. Unless, of course, Run-stop works differently than I think it does, somehow allowing the following series of inputs to avoid the IPS detection. I can’t actually perform the motion to test that, though, so I could be completely wrong.
Combo stages 1 and 2 aren’t tracked for IPS. The first two cr.lks fit within there. The third cr.lk is the one that is tracked.
Regarding the corner combo-- whoops, you’re right on that one. I know I did the air loop on the new build, but I didn’t start with the run stop to cr.lk, cr.mk. I went straight into the cr.lk, cr.mk. Good catch. Editing out the post patch approval.
So… run stop… keeps the combo stage bellow 3 for the first two reps? Everything else in the game starts tracking after your first series of ground inputs. This is something you do regularly, or something you THINK will work? Because I recall Mike Z showing off the new IPS with run stop specifically the first time he showed of the new build (mix-up or something), and the third time he hit lp it activated. Which means the first one was free, second one was watched, third one activated. So, that second cr.lk should be being watched. Because if THAT isn’t being watched, than there’s no reason for that mk to be watched. Am I completely off base here?
[details=Spoiler]<milkcow> so i’m watching the combo stages while doing run stop loops with cr.lk, and it looks like the second cr.lk is kept in stage 2? is this right?
<milkcow> basically, i can do 3 cr.lks in a combo
<severin> if you do a 1f link
<severin> ips doesn’t always recognize it
<severin> for instance, I can do 3 reps of cr.LP runstop
<severin> before the rest of my midscreen combo
<severin> that’s my understanding of it at least
<milkcow> i don’t think i’m that good to always hit a 1f link. seems like i can get 3 of a normal everytime.
<milkcow> either way, is that adjusted in the patch?
<severin> it counts under the “1f link” category because of the way runstop works, there’s no real gap between the s.HP and the next normal
<severin> and yes it’s been fixed
<milkcow> ahh, coolio. thanks, dude.
<Pfhor> wait
<Pfhor> you are just doing 3 reps of cr.lk to start?
<Pfhor> that’s ips working as intended
<Pfhor> it should be stage 3 by the third cr.lk
<Pfhor> severin you should know that!
<Pfhor> you get 3 free chains, the first one is ignored, the second 2 are watched but cannot trigger IPS
<severin> I thought it followed the ips glitch mostly because I was unable to do the third chain starting with cr.LP in the patched version
<Pfhor> eh?
<Pfhor> the third one triggers ips?
<severin> in the patched version yes
<severin> to my recollection at least
<milkcow> the footage at ffa also shows ips being triggered on third lp. thing is i thought i did 3 cr.lks yesterday on the patched version, but my memory is pretty terrible.
<severin> I’ll ask mike
<Pfhor> do that
<severin> I’m likely wrong about this[/details]
It does sound like a glitch though so we’ll go with the FFA footage/Severin’s word, and as a knee jerk theory combo reaction adjustment, my starter for all of the before would be:
cr.lk, cr.mp, st.hp xx run stop, cr.lk, cr.mk xx sjc, j.mp, j.hk, cr.mp, cr.hp
I really liked doing the st.mp stagger j.hp though. Feels so good to hit that. I’ll prolly throw that back in there somewhere once I get to mess around post-patch.
so what is the relevance to doing the st.HK right before that Diamond drop reset? im guessing it lowers her hit box allowing the opp to land on the other side of her? i know sometimes if you are a small distance away they will still land in front of you.
funny i thought i was the only one doing that until i saw you do it a couple times as well. does look pretty swag.
I think so, but I don’t use s.hk, I use c.hp. Delayed, it both has a chance to hit your opponent on the other side (animation going forward, hitting opponent when they are behind you), and moves you forward so that you can have every character in the game land behind you (except Peacock, who just kept getting hit on the otherside by the c.hp). If you do the second one, like dude showed, you can cancel it into a Diamond Drop. But, no, I’m pretty sure that runstop should have put him close enough to do knock Filia to the other side without any other button.
It is anything but patch-proof. I’m using both stand normals and crouch normals, not to mention chaining into j.MP twice, which, in the patched version, makes the j.MK use up the OTG due to the increased knockdown on chained j.MP
I never practice other people’s comboo’s anyways. I’m not going to be very affected by the patch, just my Perfect Situation combo’s pretty much. Everything else I do is pretty reset-centric anyway.
I just spent two hours trying to hit everything after the command dash cancels and still haven’t hit it all once. I’ve learned something about juggling and also about how arthritis in the wrists will feel when I’m older. BRB icing.
Um… don’t bother? No need to injure yourself practicing a combo that won’t be applicable in two-three weeks. If you wanted to do it just for the hell of it, go right ahead, but it’d be more practical at this point to learn other things.