Thank God there are bnbs that don’t use flight cancel! I really wanna play her but can’t seem to figure out flight cancels.
(If anyone can give tips, that’d be super appreciated! I’m not the savviest MvC player but I do feel like I’m a step above beginner).
Always be armored up. It’s easy to forget but any chance you get some space hit that d,d,hk. Only recently have I been taking advantage of it as a necessity and it lets me get away with a ton of stuff. Incredibly beneficial. I know it’s already been said a bunch but make sure you apply it.
@Thumper even as an MVC3 player, I had problems learning flight cancels in this game. My advice is practice just doing standing HP into flight to get a feel for that motion and get it into your muscle memory. From there, practice doing HP xx fly LP HP HK in the air. My advice to you is to take your time with the input. It actually isn’t AS tight as it might seem. Practice it slowly and increment the speed bit by bit till you find your sweet spot.
What’s the actual problem your having with flight combos, cause the combos themselves are pretty lenient. The thing I see people have the most issues with is beginning it, in which case they generally have a hard time doing jp.hp, flight, jp.lp, jp. hp.
Carol still needs Fly BnBs, as you aren’t always going to land a hit directly on the ground, for stuff like air conversions or conversions off an Active Switch, going into Fly loops lets her retain damage from all positions
I found them very hard at 1st, but after some decent practice I figured out the rhythm. (You can take more time than you’d think between each rep).
This is so true. The rhythm makes it so easy. You have a good bit of time between the HP fly LP and even more between each rep
It’s the dashing in between hits. I don’t know if it’s coz I’m playing on pad that my fingers end up getting all jumbled up or what but dashing in between the hits messes me up. Maybe I’m trying to act too fast and I end up pressing buttons when I shouldn’t be? I’ll take note of the lenient timing and try to slow down some.
I’ll take note of this! Hitting training mode in a bit once I get home. Many thanks my man!
Also if you do not know, you can just mash LP+HP for dash combos. HP takes priority over LP when pressed together and you cant dash again after an air dash.
So Carol has a ton of command normals, and I understand that df+LP is a low, but what’s the purpose of f+HP and f+HK? Are they just combo fillers?
Also did anyone find any use for j.d+HP? All combos involving fly loops seem more effective and straight easier to me.
f.HK is good for kara command grabs. j.d+HP lets you sneak in an extra HP in combos or even get an extra HP in situations where you would normally dash cancel into another HP. I haven’t found a way to apply it yet, but I believe it also takes you out of flight immediately.
df+LP is actually really good
f+HP gives her a better throw option select than some other characters have and it’s a way to keep c.HK safe
when you are doing high/lows during a lockdown super, canceling a low into flight then doing a bunch of overheads can open people up pretty well. if they really are blocking everything it’s hard to go low from there but I think d+HP is the fastest way back to the ground, definitely faster than canceling flight anyway. haven’t really messed with it yet
Thumper
51
THIS! This is great advice. I was finally able to do it with some level of consistency! Lol pretty amazing feeling to be able to do it. And I see what u guys mean by “rhythm”, particularly in cancelling into fly and then hitting that first j.lp.
Many many thanks!
Yeah I figured out about f+HK for the kara grabs, but is that it?
I know that if you hold HK during that moves she automatically goes into flight at the end so maybe there’s something you can do with that?
you can go into flight automatically off sweep too, press d+HK and just hold it and she’ll float up. that’s more useful than the f+HK flight mode… you can cancel f+HK into flight much much faster manually, you just gotta make sure your motion is clean or you will blitz blow instead
f+HK seems pretty terrible outside of using it for kara-command grab. Whiffs on majority of the cast crouching.
f+HK has great distance and is ideal for corner carry. I use c.LK, c.HK, f+HK, c.HP on a lot of my surprise hard knockdowns in neutral. Need to test but may have some anti-advance guard potential as well. It’s not a move you use in neutral alone, it’s for combo/block strings.
For flight Loops, I mapped L1 to LP+HP so that I simply hold the direction and mash. Since flight cancels at a certain height, regardless of combo scaling, it’s very easy to learn how many uf.Fly Loops you can mash per set up (add in some forward ones too for more hits once you figure that out). In most cases your final hit of it should be cancelled into a d+HP for more damage AND better stun to connect flurry or something. Since flight cancels on the last uf.dash, j.HP, you can use that button you were mashing and press d+“flight loop button” to get j.d+HP. Since you left flight mode it wont force an air dash.
My 8x flight loops looks like this:
-, c.HP, sj.HP xx flight, s.LP, s.HP, f.L1, uf.L1 (x3), f.L1 (x2), uf.L1 (x2), d.L1 xx etc…
*L1 = my button for LP+HP
Mash it!
Dormammu seems to work well with her
https://youtu.be/lGq-263qAZc
Andre also uses her well with Chun
https://youtu.be/bftY9qjON7w
Can I just gush at how her armor eats almost every single broken thing in this game? Reality stone? Fuck that walking right through it. Dorm pillar or even thorn carpet? Don’t make me fucking laugh. All we need is to nerf Dante’s BS hammer into being considered a LP attack and we gucchi
For real though, armor is more important for her than it is for Arthur in the current meta.