You can’t really break a game when it expects and knows ow to deal with traditional infinites.
Heck, the combo system is so open that you can get easy infinites, like spamming j.:d::mk: with Parasoul in an air combo. IPS just kicks in which should be a reminder that you should try to switch your normals around.
That said, for Parasoul, anything into :d::hp:, :uf:, j.:lp:, j.:hp:, j.:hk:, land, anything that can be cancelled into :d::hp: rinse and repeat. The parts where I say “anything” should be where you’d look into switching normals around to avoid IPS. Heck, you can probably switch j.:lp: with something else as well.
Actually no. Just as long as you can land fast enough to relaunch, you can get an infinite/loop.
This thread could be interesting if people actually take the time to find loops that aren’t just the first part of characters’s bnb combos repeated over and over again.
Maybe someone will find an interesting burstable loop you wouldn’t expect to work?
Look for a loop that involves a really far normal activating the IPS. Cancel into something that recedes the hitbox and you’ve created something capable of baiting bursts.
There was literally only two normals left that I could have used in the combo. After a quick revision I found that I can actually go from the Cr.MP into a Cr.HP, then into a DP+HK THEN cancel into that super and it breaks 5k. If I were to use ANY OTHER normal at that point the IPS would have kicked in.
Na. Limits were really pushed. The last two normals were Cr.HP and Cr.HK. Both of which are actually used for combo enders, so I take a pick which one fits best for the situation.
double’s fortune head super is a easy infinite bait. If you do basic ground combo -> air rinse repeat (starting with lp every time), about the time the super ends is when the IPS will kick in, if they burst, most likely the fortune heads will be gone and you’re too far to be hit (they’ll be in the air, you’ll be just out of range about to land. You can jump in and punish the burst at this point while they’re recovering from it, If they don’t burst, let them land then go for a mixup.
Ms Fortune with head off behind opponent. LP MP MK HP (release HP at the end of the MK animation) repeat. Also a possible test for resetting breaks if you can get the infinite protection to trigger on the heads hit so you are able to block (not sure if blocking the infinite protection is even possible or punishable) if someone were so inclined. I don’t think there is an easier infinite than that.
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I think double has the easiest loop set point.
This is a loop by Double. It can open possibilites of reset options and block trap.
The loop is to try and find any way to use these moves to obtain fighting options and strategy…
The loop can be stopped.
LP, MP, HK jump LP, MP, HK, jump LP, MP, HK.