starting with a hitconfirm I assume?
I think so. Probably.
I have this one I don’t feel like practicing cause of that run stop. I’m not good at those.
c.lk, c.mk,
j.mp, j.hk,
s.hp, pummel horse,
c. mp, s.hp, run stop,
s.lk, c.mp, c.hp,
j.lk, j.hk,
s.mk, c.hp,
j.lp mash,
s.lp, s.lp, s.mk, s.hk, Cerecopter
7000~
It also gains enough meter to perform a super at the end (you have to substitute Cerecopter for lp LnL if not in the corner), if you’re into that kinda thing, bumping the damage up to 8000~
Any that start with some kind of hitconfirm? Wouldn’t that require you to be right up next to them and not give you time to actually see if c.LK hits?
Actually, been messing around with it myself, so far I have one that will definitely work and does about 6.7K thanks to that combo. Never thought of raw 5HP xx run xx pummel horse after the c.MK series.
Best way to get that damage, far as I can tell. You need that fierce to come first, and you can’t use the j.lp’s to early.
It’s not something you’ll pull off at every turn, but this is a punish/jump-in combo. To get my hit confirms, I usually j.mp, glide, j.hp. Gives you an amazing amount of time between the j.mp and the j.hp to still combo, and there’s a chance that if they blocked the j.mp, they will crouch block and get hit by the j.hp (people don’t think she can attack twice off the ground like that). If either of them hit, you are guaranteed. Even so, there is kind of a nice slice of time you have to jump after the c.mk (as long as it isn’t against double) and connect with the rest of it.
Ah I see, yeah pretty fantastic off an aerial hitconfirm and I have a version that works off straight c.LK as well. Love the 5HP xx pummel horse, adds a nice chunk of damage earlier without using up the OTG so you could double super at the end if you get the corner carry.
Need to get my j.LP loops consistent, I can usually do it but if I press a LP too close to the ground I can’t get the 5LP LP fast enough after landing.
Well, for the combo I posted, I already used the one OTG with the j.lk j.hk. You could… hmm… lets see… oh, you could do this instead
c.lk, c.mk,
j.mp, j.hk,
s.hp, run stop
s.lk, c.mk, Kanchou
Pummel Horse
c.mp, c.hp,
j.lp mash,
s.lp, s.lp, c.mp, s.hk, lock n’ load, Super
Cerecopter (not sure if it can be teched), Super.
I found something cool for impractical combos of awesomeness or a combo video maybe
Only works on double as far as I know. Basically if you use a double jump into a link it doesn’t change the IPS stage.
The central concept;
stage 1:j.HP j.HP dj j.LK j.MP j.HP
stage 2: MP or a run-stop into a really tight linked j.LK (I’m still verifying whether that works)
stage 3: essentially same as stage 1
continue combo
I know that I can get a double jumped section after a single j.HP. I know that I can get a double jumped section from a super jumped j.HP j.HP. So I don’t know if it works, but my ideal abuse of the IPS would look something like;
j.LK j.MP j.HP j.HP dj j.LK j.MP j.HP j.HP land
c.LK c.MP HP run-stop sj.
j.LK j.HP j.HP dj j.LK j.HP j.HP land
I think real damage post patch is gonna come from raw tag combos and this would rack up a bunch of hits before needing to use MP.
I don’t think that works. I have no way of checking in the near future, but is this something you can do or think you can do?.Cause I remember trying to do combos that involved two j.hps in a row, and the second one tagged the IPS.
stage 1 and stage 3 are immune to bursts, so if the links work then it shouldn’t trigger IPS I believe.
I have some brain combos Not sure if all of 'em will work, but here’s a few. Assist means Peacock’s s.hp. Also, the “s.mp, j.mk, j.hp” part of any combo will never work on Filia or Painwheel. It’s dumb.
Midscreen: c.lk, c.mk, j.mp, j.hk, s.mp, j.mk, j.hp, s.hp, run-stop, s.lk, c.mp, c.hp, j.lk, j.hk, c.mk, c.hp, j.lp(mash), s.lp (2), s.mk, s.hk, assist, Cerecopter, Super. Pretty sure it can be longer with that snapback=extra-OTG option on a solo.
Corner combo, off throw (I think this should work, but I never cared for the corner j.hp combos): throw, assist, reflect, c.mk, j.mp, j.hk, s.mp, j.mk, j.hp, c.hp. j.lp, s.lp, s.lp, s.mk, s.hp, Cerecopter, Super, c.lk, s.mk, s.hk, Cerecopter, Super. Think that’s about 60 hits.
Corner combo: c.lk, c.mk, j.mp, j.hk, s.mp, j.mk, j.hp, s.hp, Cerecopter, Super, c.mk, s.hp, run-stop, s.lk, s.mk, c.hp, j.lp, s.lp, s.mk, s.hp, assist, hp lnl, s.hk, Cerecopter, Super
There’s also other stuff. Stuff I’m less sure of. Like an IPS trick. One that’ll work as long as they don’t burst on the first frame or two (meaning only if they aren’t mashing).
Have I yet conveyed how cool c.mk is? I love that button. Wish it had more range, though… and super armor… and built one full meter upon whiff… and activated the Happy-Birthday laugh…
first ive heard of it…
So, like, doing new combos and shit.
Jab run stop loop X2, crouching short, crouching forward, jumping jab, jumping forward…
and that’s where i get stuck (kind of running out of buttons)
Are bella players gonna have to keep it simple?
I might lose one of the jab run stop loops.
I’m doing exactly what I was doing prepatch, combo works perfectly fine still.
NO! Well… a little bit. You just need to maneuver a tad. Just don’t runstop until later, after you’ve exhausted mp/mk attack, and make sure that hp is the only button in the chain.
I have an idea for a combo, dunno if it’ll work, post it when I wake back up because I am tired
The changes to j.MP are really wrecking my corner combos. Specifically the “if chained into, j.MP slaps them straight into the floor” part. I used to rely on:
c.HP j.LK j.MP j.MK
s.MK c.HP j.LP j.MP j.MK
as my air chain, but that whiffs now. What air combos are you guys using? I’ve been sticking with a simple j.HP and j.MP j.MK j.HP, as well as j.MP j.MK when things are laggy, but I feel a lot more limited in my options without those two staples (j.LP/j.LK j.MP j.MK).
j.lp mash * ??, j.hp to re-stand. I’ve been using that forever, and it works anywhere.
I wish I could actually get that consistently, it’s only combo’d like 3 times for me ever.