That combo itself isn’t actually optimized. Since this is still the first page and there may be beginners, let’s put some of the basics of Marvel combos here.
Light attacks scale hard meaning they lessen the damage of a combo. Although starting a combo with a light attack is usual since they’re the fastest normal for punishing, it’s best to eliminate them whenever possible.
Each character gets one ground bounce from their jumping HK. So for example, you can do air combo into jHK + tag, launcher into air combo then jHK and still fall back down and super.
Command normals are different from your regular attacks. They have their own rules in regards to the magic series. HK cannot chain into HP but it chains into her forward HP and forward HK normals. Forward HP does not chain into forward HK.
You should always be cancelling into one of CM’s command normals before launching for an extra heavy hit. jHP combos into dash HP without the LP so we can just remove it. CM’s flight loop is also four HPs combo’d together by dashing and is the most optimal version of her flight combo. In the corner you can end it with jHK for a ground bounce. Lastly, jHP and j2HP usually has enough hit stun for QCB+HP or LK+HK (LK+HK does more at the end of combos) which can be cancelled into super.
So the optimal version of that would be (assuming we punished with stLP):
stLP stLK stHP stHK fHP or fHK LK+HK falling HP jump HP dash HP flight LP HP up+dash HP dash HP uf+dash HP uf+dash HP LK+HK super
In the corner, after the last HP:
HK land launcher HP 2HP LK+HK super
f+HK whiffs on characters with a small crouching hitbox, so I prefer f+HP (which never whiffs)… They both do the same damage anyway.
f+HK has an odd property though, where if you hold it she goes into Auto-flight. Seemed interesting for Fly mixups, but that’s when I noticed it would whiff sometimes.
I read people saying that she has a good high/low game. I see the lows, but where are the overheads? Or do you have to use instant jumping normals into Blitz Blow?
What are some good options in air 2 air situations. I run into opponents who love to stay in the air, Spiderman being a very good example of this. How exactly do I keep people out of the air with her? I’ve been relying mostly on my beams, which are ok. But I need something I can convert off of. I’ve been thinking about raw blitz blow, but seems risky
I’ve been having a hard time landing the j.hp after the bliz blog. I think the trick is probably doing it late. I’m also not super consistent on her dash loops. But does the first HP dash HP have to be a forward dash?
You can also press HK again after f+HK to activate flight if you didn’t hold it but want flight. Apparently you can’t. Could have sworn I did it before…
Edit 2: You can but there’s a windows for it. Afterwards, nothing happens if you press HK again
Raw blitz blow has way too much recovery but also I don’t think she rules the air despite her dialogue in game. I need to play more matches before I decide how she deals with mostly aerial opponents. I’d say play it Marvel 3 and use Forward or back HP for a throw/HP option select. Not sure if you can visually confirm off standalone jHP but if you know it’s gonna hit, you can go into flight loop combo. Actually at first I hated that all jHKs cause a knockdown/ground bounce even if you haven’t used a launcher but it helps converting air hits to full combos.
a simple combo I do when i have armor mode on.
blitzblow > air HP > land > jump LP HP > fly > LP HP > airdash uf HP > airdash front HP (repeat this til ur at 12 hits alternating up and f dashes) > LP hit grab > on the way down HK xx HP hitgrab xx super.
does 6324 damage on one meter.
you can replace the preflight portion with tridash lk > cr Lp > cr lk > cr HP > sj HP aridash front HP > fly. does less damage obviously due to scaling but hits hte whole combo consitently.
another ender I like to do when I dont wanna use meter is ending hte fly loop portion instead of LP hitgrab is
HP hitgrab > land > st HK xx LP hitgrab > jHK > land st HK.
from here you can tag and you should get a wall splat once ur next character hits them.
haven’t picked this game up yet but im thinking i want to play captain marvel.
who are people recommending as partners who have synergy?
also is everyone playing her on point?
I’ve been playing and labbing her for a bit and just want to shed light on some things that don’t make sense to me. Hopefully to find theories on why things are the way they are and to inform people who may not know about them
At this point in time, Binary seems useless. The only positive changes I’ve seen are more damage, beam does more hits, and her air QCB+HP causes a ground bounce after the wall bounce. In addition to using a bar, she loses health and has less hit stun all around. The less hitstun actually causes normal BnBs to drop. I was testing damage differences and even simple combos like stLK HP HK f+HP Blitz falling jHP land HP lvl3 whiffs in Binary. As far as I know, there’s no way to hitconfirm into it so the air QCB+HP change only really matters if you just happen to be in Binary already. The only thing I’d use it for is to make something safe but in this game that barely matters.
Speaking of losing health, each of her supers make her lose health (even her level 3 loses a tiny bit). Again I’m not trying to rant but just wondering why? Like it doesn’t even really matter…until it’s near the end of a match and you use a super and damage yourself. But I’ve definitely lost a match or two bc of that in Persona.
Just one last odd thing, her beam super does less depending on how far she is. I haven’t tested other beam supers but in the corner, she does 3k+ off a raw beam super. If you’re full screen, that’s mostly cut in half. And if you do the beam midscreen, it actually starts doing less damage bc the opponent gets pushed away. So let’s say you punish a bad dark hole by Dorm from full screen. You use a bar to do about 1600 damage. That’s about the same damage as 3 light kicks. The only reason I can see for this is because you can super to punish and tag for more damage.
We should make bets about how long it’s going to take until Capcom hits her slide with the nerf bat. As a She-Hulk player I still have nightmares thinking about that range reduction and poor Jen didn’t even have half the tools Captain Marvel has (fireball, air dash, flight, foolproof way of getting armor).
I’ve gotten free combos recently when I accidentally use the 2kick move upwards. I wait until I’m a bit above their head and they are ready to combo me and then I tag. It’s like they forget I can still tag at that point. Don’t blame them, happens to me too sometimes, new mechanics.
I found out that myself. This is also true for her regular beam: if you’re in their face it’s 4 hits (8 in install), but from a full screen away it’s 1 hit (3 in install).
It seems actually to be a property of all multi hitting projectiles. Thanos, Ryu or Ultron have the same issue too.
i gotta ask, what is her binary super used for ? it cost one bar, drain a ton of health and basically only add around 500 dmg to her BnB’s. Is there some hidden property i missed with it? so new combo tech that it enable by doubling the hits on her beams ?
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.