Just commant throw if you’re close enough, but don’t pushblock it
These work on spamming LK Fiber Uppers on block, no pushblock:
s. or c.LP
c.LK (window is very tight)
Diamond Drop
The Horns (has enough invincibility to last through the active frames and hits on reform or not)
Command Run MK or HK (absorbs a hit or two)-> quick Battletoads (crosses up and hits LK Fiber Upper, which is the invincible one through the active frames)
oddly enough, Diamond Deflector…
Diamond Dynamo
These work on spamming LK Fiber Uppers on block, with pushblock:
Not calling assists as a way to get in (hes fiber uppering through on reaction cause you are calling it at neutral right?)
Answer:
Make his choice of one character a detriment by abusing those things that counter single characters, namely lockdown assist into high/low… Single characters cant do anything about that besides pbgc and even then they have to put up with pushblock guardstun before they can super.
The caveat here is that you are going to have to play neutral without an assist (except as a surprise) but by playing neutral unassisted you get the advantage of always being able to put him in non pushblockable hitstun and giving him the only option of guess right on block.
Unfortunately, val isnt really a practitioner of high/low… And left/right cant be done while in blockstun. So… You’ll have to run low/throw/block after blockstun is done…
But at least youll be close enough to punish blocked fiber upper.
Lol might just want some high/low to make it a true 50/50 like filia or parasoul with copter. He will be FORCED into the 50/50
Mf is just one of those pain in the ass characters, shes nowhere near as free as oh say… Parasoul
Also, just as a reminder, if you have a reset that gives alot of hitstun, doing a crossup left right can confuse there inputs and have them not come out… Like mashed supers and dps… I do it alot with pw but that loses to tag… If hes solo though there is no tag mash to worry about.
Patricia’s Wall 'o George and the fact that she can combo into hyper off any hit from her projectiles makes me wish she had a hop cancelable air Argus. For now, though, it looks like we’ll just have to make do with held H item drops and well timed LK Georges.
Lol, i’m not going to list them all. Just go in training mode if you want to see what works, both of my teams only take 2 meters to TOD a 2v2 only 1 meter for a 3v3.
Well, this was referring to 2v2 and 1v1 (as stated in the vid title). Not interested in any 3v3 scenarios, so it’s basically 2 meter to TOD now when damage multiplier is x1.
I know, right? I need a Double, and Painwheel as well, to body me so I can get my last colors. I’m training a painwheel, but she’s not good enough to get me any wins…yet.
I’m running solo Double. As soon as I can get my BnB down 75% of the time expect to see me more.
(It’s not even that great, it’s just 6k without a super at the end, but I still suck at it… T_T).
That’s all I can come up with. Lol BlazBlue and Marvel have been drawing my attention more than the patch this past week, so I haven’t really tried to find some better combos.
Wow, my full combo without a cat id actually 6.9k, and 7.6k with meter.
I haven’t done it in so long I forgot the damage output…
Posted this in the Double thread but may as well post it here because I want (more immediate) affirmation that my thought is correct:
Can somebody confirm something to me about chaining a cLK/LK from a barrel loop?
Is whether it combos or not solely reliant upon how fast you turn into a barrel after the avery? Or is there something else behind it? I hit it only 50% of the time and it’s frustrating as I can’t quite tell what my problem is.
Its strict timing, easier to do it on certain characters. Cerebella is very easy to confirm it but majority of the time you need to be on point with your timing.
I got that it’s timing already - which part needs what timing is what I’m lost on.
Do I need to barrel from avery as fast as possible?
Do I need to get the LK out as fast as possible?
Both? Just one? Something else?
Firstly, you need to be high enough relative to the opponent. If you’re below the opponent, Barrel won’t catch and pull the opponent downwards properly after j.HK
Secondly, you need to be close enough to the ground. Barrel’s animation length is completely relative to how far you are from the ground. You won’t go into Barrel’s “recovery” until you’ve touched down on the ground. Done too high, and Avery’s hitstun will run out before you can link, even if you managed to restand the opponent. This means you need to start your air series as soon as possible after you leave the ground, while still doing a string that puts you above the opponent (like SJ > j.LP, j.MK, j.HK).
Thirdly, you need to cancel into Avery immediately, but not before Avery actually comes out (obviously). The faster you cancel out of Avery, the sooner you get back to ground and the more time you have to link.