Eh you can do it after a normal knockdown if your combo was short enough. I would just use the sj.S > Dagger > 5S if you wanted to do that sort of thing.
[media=youtube]Q6iZ_pmVlV8[/media]
Would anyone like to try to optimize a hard tag combo that I’ve been looking into? I’m terrible with strange and don’t know how to get damage with him. If you would like to try this with other characters, keep in mind that impact palm is 6 frames so you will probably need a move that comes out in 6 or less frames.
I’m not sure if someone has found this before but I found a pretty cool xfactor gold armor loop. M f.H S (jump straight up) mmh axe (land on ground) grounded scythe grounded axe scythe axe scythe… Racks up damage pretty fast not sure if it is the fastest way to kill. I tried it in non- xfactor it did not work (the second axe comes out too late and they hit the ground) and xf3 so not sure of xf1 and xf2
It’s easy to miss that there is actually a double jump in there. The combo is s.S (launch), superjump up forward, j.M as soon as possible, double jump j.M, a bit of delay, j.H, qcb M (axe toss), land and relaunch. The delay and early double jump are there so that arthur throws his axe as he is starting to fall back down, since he can’t relaunch in time if the axe is coming out before or at the peak of his jump.
Wow haha.
Thanks very much!
Would’ve never known.
What are his his best fullscreen/midscreen/corner combos if you don’t mind my asking (best damage/meter build/reliability)
BTW awesome prof pic.
The standard combo is just going for 3 launches. The last launch will typically be cut short to just a j.H j.S air combo as that’s all the hitstun allows at that point. The relaunch in the corner is a simple qcb bottle, to s.S Launch for another air combo. It’s more optimized to use superjump, j.S, dagger, launch but the timing and spacing of it is tricky and it increases your damage/meter only very slightly. If you are midscreen you can try the axe relaunch, use an assist to relaunch, or from your ground chain just use his DP H, bottle, scythe, f.H, launch to push people farther into the corner. At the end of your combo you can throw in assist extensions if you have any and then end with a bottle to his level 1. You can link his level 1s together just one after another or with his DP m in between if you’re point blank range.
You mean with his back to the corner and then combo to the other corner? while in XF2, and XF3, you can jump forward and throw firebottle to OTG and launch after an air combo and that will take you corner to corner. Outside of XF, I have a few turn around combos with strider assist, but not anything solo.
So can anyone consistently do the non-XF solo airthrow combo conversion? I feel like I must be missing some trick to it, because it’s impossibly hard. Like, once-per-hour hard.
I was practicing it for a bit a while back trying to get it down, but then got tired or marvel for a bit or something and stopped. Right now I can actually do it about half the time. For a while I thought it was impossibly hard, but eventually I had a breakthrough and got somewhat accustomed to the weirdness of the conversion. I did manage to land it once online and I was super hype lol. It is still really difficult, but I think it’s just barely practical.