iirc, you can just mash A+B (for air dash + B attack) and B+C (for air dash + C attack)
I donāt know if anyone have posted this before or it might be in the 40 minute video, but I have been trying to find a combo that can be used and auto piloted during the defensive movement pattern IM does. I have been working on some random combos with IM hitting almost max range h at jump height and super jump height and after he used his air dash, because it is rare IM lands a random hit without air dashing first. Anyway there we go:
Jump height:
j.h xx fly, j.m, j.h xx unfly, falling h, land and jump forward quickly with j.m, j.m, j.d/h, delayed s to drag them down closer to the ground, land and c.m into launcher combo ender
It is actually easier if you hit them higher up in normal jump height because it gives you more time to do unfly and falling h.
Super jump height:
j.h xx fly, j.m, j.d/h xx ADDF j.d/h xx unfly, falling h, land and jump forward quickly with j.m, j.m, j.d/h, delayed s to drag them down closer to the ground, land and c.m into launcher combo ender
I think you have to be closer with the super jump height one so it is not very good, but I donāt know if you can drag them back down without neither s or d/h. At least all of least combo starter are safe if it whiffs or you mess up, and it also gives you the option of chucking SB and beam in flight mode.
I really need to learn how to Fly H xx Unfly H correctly. I can do the Krispy Kreme, but I have to mash the H to get it to come out, which leads me smash buttons and get unfly S more often then Iād like.
best tip you will get concerning the unfly H in krispy:
you can qcb+S+Hā¦ no need to plink. just delay the unfly a bit. **the reason why the unfly doesnt come out sometimes is because you canceled to early, before the first h was cancelable. **(barring you just not doing the qcb correctly which isnt a mistake that i think happens much since qcbās and qcfās are pure muscle memory)
so use those 2 tips: slower cancel, no plink needed and you shouldnt be missing that part of the combo, though canceling too late opens up other problems, theyāre easily rectified by just canceling at the correct time.
-dime
Thanks a lot manā¦Iām getting it a lot more consistently now!
Anyone have any side corner TAC combos that end with the opponent in the corner? Been trying to come up with some but itās tether hard considering IMs addf is slow.
Video is rendering!
Just started working on learning Krispy Kreme, but I have two problem areas that are keeping me from doing it consistently.
The first is the j.Mās after the unfly j.H, which I assume is just a timing issue. Should I be pressing M as soon as I jump or should I delay it a bit?
The second is the c.M after the j.MM2HS , which is whiffing most of the time. Am I doing the stuff before it too fast?
Unfly H, land, jump up forward right away and hit M
You have a bit more time to connect the H and S than it seems, it shouldnāt be right away. Youāll want to have the other character fall pretty low to the ground so that the 2M will connect. Smaller characters need to have the j.H j.S delayed a bit more than other sizes.
If youāre in the corner, you may not need to jump Up+Forward. If youāre already in the corner, you can just jump straight up instead.
Most likely yes. You can delay the last j.S a little after the j.2H to bring them closer to the ground before the cr.M.
This has become a fairly standard corner BnB for me, still learning Tonyā¦ he makes you work for those combos.
L, M, H, c. H, S, drones assist, M, M, H, S, Repulsor Blast H, Repulsor Spread, Smart Bomb H xx Photon Cannon.
Some of the timing is relatively tight but it seems to pull a very decent amount of damage.
You could do the same thing but do some KK loops beforehand to get alot more damage.
Iāll need to give a crack, tbh heās doing my head in just a little, like, Iām good in the lab, Iāve got good timing and execution and all the patterns are just really unconventional, itās taking a while to remember them.
This is might be an obvious answer question but where can I find the KK corner BNB? Iāve got the mid screen but I canāt find notations for the Corner variationā¦
The only thing that changes about the corner version is that after the unfly j.H, you jump straight up into j.M instead of jump up+forward. Thatās itā¦ and thatās just to add consistency.
Cheers! The older links to SRK have disappeared.
Alright guys, I was able to reproduce something cool I saw an Iron Man player do in a match.
Basically, off any strength Unibeam (at any range) you cancel into Iron Avenger, when Iron Man slams on the ground, wavedash up to OTG spacing, do L Smart Bombs wait slightly for the opponent to descend, then do c.M, S, magic series, S, H Smart Bomb OTG, Proton Cannon. Around 750,500 damage.
Notation would be something like, Any Unibeam xxx Iron Avenger, wavedash twice, L Smart Bomb, c.M, S, M, M, H, d.H, S, H Smart Bomb, Proton Cannon.
Iām not sure if you can get more hits in to extend the combo, such as air dashes or flight, but its still a lot of damage off a hit with beam anywhere on screen. Takes four bars but I really think this can be expanded upon. For Anchor Man players, this will most likely kill them dead once you do the Proton Cannon.
Gonna play around with more this weekend. I really like this concept!
Once again, I know you are blowing three or four bars on this, but I think it has merit because its off a BEAMā¦a ground beam but landing a beam and cancelling into Iron Avenger then doing a chain series, OTG, Super afterwards helps open up damage avenues for this character. And the strength beam and spacing is completely irrelevant, it always works. Iron Avenger is that fast.
No offense bro but this is pretty well known, pretty useful foe finishing off a character IF you have a lot of meter to spare.
Oh alright, wasnāt sure if it was or not.
So i created a new corner combo that does about 750k
:d: :h: :s: air:l: :d::h: Dash Down :d::h: Land :h: :s: air:l: :d::h: Dash Down :d::h: Land :h: :s: air :h::s: Smart Bomb > Proton Cannon
Edit: So after testing it out on the midscreen onei couldnāt get the :h: to hit so instead just again so just do st:l::s:
Also doing this in the corner allows for an easy reset. When you dash down instead of using H press L and jump up and air grab them.