Thanks, but im totally not. Ive played the best players in the world across many fighting games and the one thing i could always take away from that is that i was completely minor league compared to those guys.
Sg is no different, i expect id get pretty stomped by ataco,omni, pali etc etc those guys are experts, ie world class. Im just a regular joe trying to find matches against other regular joes.
So how often are you guys making use of the fact that you can buffer special move (and super move) motions and assist motions together to have them both come out at the same time? I think I find the most use for the tactic with Filia where I can go from any block string -> QCB+(LP+MK) and simultaneously have MK Hairball and MK Hornet Bomber come out at the same time. Hairball pushes them back to a range where all of the hits of Hornet Bomber are guaranteed to land, keeping me completely safe during the duration and opening up further mixup opportunities. It also is a great option to have when Filia starts a combo where shes out of range of her launcher, you can combo Hairball off of cr.HP and do Hairball + Hornet Bomber and have enough time to catch the OTG (in its current state) afterwards.
Any other useful combinations you guys have come up with? This tactic is just criminally under appreciated in the current game I feel.
Edit: To discussion at hand, I just default to Expert in any situation
I use it alot and have a bunch of resets/nigh immune to pushblock strings with it.
I also use it on my painwheel team using painwheels mp fireball assist and various projectiles with peacock.
Yes it is very good. I dont know if its underrated or not as i dont know whether or not other people use them.
The primary problem with using it as a lockdown is that at least with characters that have good throw games, it isnt really needed as you can just tick throw to beat the pushblock anyway.
Its also good fpr combining on hit launchers with forward moving moves and AA assists… You go inder the opponent and they get crossed up by the AA assist and its easy to capitilize off of cause the assist will actually hit them towards you.
Expert implies that when I touch you, you will be nom looped, Fiber Upper looped, head recall cancel looped and otherwise sandwiched to death with zero hope for a reset. Why reset when I can TOD meter positive anything except a solo?
Practice implies that I’m practicing new things to substitute said broken pieces of crap before the patch hits. Which is what I’m doing.
As for the other discussion, you can also do three things at once if Fortune has a tag partner. Release the head and do dp+MK+HP. You will do head sneeze, MK Fiber Upper and call assist.
If you do f,qcf+MK+HP, you get snapback and sneeze. Which screws me up most of the time lol
what the shit is going on here? i just got internets back today and popped in here to see what was going on (nothing much to note) and figured id head on over to dustloop and see if there were any replies to the best of the best thread (there isnt), and i see this shit in there!
** More patch changes**
Ms. Fortune’s Head Spike No Longer Causes a ground bounce. It now causes a knockdown. You have to use your OTG to combo after it.
Ms. Fortune can now DP Head Sneeze with her head on after her aerial super, during the final pose. This detaches her head.
Ms. Fortune’s head no longer hits in the air after a rekka slide, forcing you to use an OTG.
Ms. Fortune’s rekkas have most of their damage concentrated into the last hit now. First two hits do far less damage.
Ms. Fortune’s rekkas cannot be changed in strength mid chain. All rekkas that start with a light will be light rekkas, so on and so forth.
Added pushblock, ground tech, DHC, and infinite breaker tutorials. Also added next lesson function.
Solo characters now have 210% life and do 160% damage, changed from 200/175.
Overall damage scaling has been changed.100,100,100, 85^2, 85^3… to minimum of 15 percent or 25 percent for hard hits, now up to 100,100,100 87.5^2,87.5^3… down to 20% for light hits and 27.5% for hard hits.
How you input macros have been changed. When you have set all your other buttons you cannot swap them into macros. That way you can simply scroll to a macro slot and start pressing buttons. Your macro buttons can only be swapped between buttons that haven’t been assigned for basic inputs.
Painwheel can now choose different strengths of pinion dash for her assist. Selecting with down down light gets you an uncharged version. Down down medium gets you a level 3 charge and down down heavy gets you a level 5 charge but Painwheel needs to go through the charge time after she comes on screen.
i admit i am especially upset about fortunes head remove not giving ground bounce anymore. that will seriously fuck her i reckon. so much for patch proof combos.
I actually like using qcb lp + lk + mk to call excellabella at the same time as I use mortuary drop with valentine. It creates a mortuary drop you can’t up back out of. It’s sick used in any block string and is very hard to see if you keep varying when it comes out. The excellabella hits at the same time as the drop so you basically have to be reversaled to avoid it. Of course I also have hornet bomber on my other assist so if I think they are going to reversal I just call hornet bomber with mortuary drop instead. The timing is such that a blocking opponent will get thrown but an opponent attempting a reversal will hit valentine and then get stuffed by the invincibility frames of hornet bomber.
Honestly, it doesn’t really affect her much (or as much as some would think, anyways) since she can do head spike -> air super -> sneeze and that sets her up for a sandwich combo + resets, and as long as you don’t use your OTG you can still do your usual stuff; just gets rid of other possible resets, and she has to use a bar to get to the good stuff.
Maybe I’m misreading what you typed, but I though head spike decapitated her…so how can she sneeze her head off when it’s already off? Unless you’re not talking about her ability to sneeze her head off at the end of her super…
i will make something work im sure. really hoping the patch makes it through this time. the game sounds like a totally different beast all over again compared to the last version.