Appreciate the video FlyingVe. I think most of us have known about it, but I don’t think anyone has actually taken the time to work on it a ton. A video like that is really helpful and actually makes me want to try that in a tournament. -_- I used to play skrull, so I just need to learn Morrigan and I’m good to go.
Hm… has anyone tried cross-over counter against the snapback trap? seems like it could work, unless snapback prevents them from doing it.
If at the very least, they can do it, when one of their character enters normally after the 1st character dies.
crossover counter is only available on the ground.
flyingve, other characters that have invincibility on air hypers are skrull (skrull torch) and spiderman (max spider).
also, are you certain non-invincible air hypers like max wesker or max vergil won’t trade with something and escape the setup?
What about taking the hit, and intentionally allow Skull to hit you?
wait a second, sentinel harddrived as soon as he entered the screen, completely avoiding tenderizer. if that’s possible, then lots of characters with non-invincible hypers should be able to avoid the setup completely or mitigate it. not to mention characters with double jumps, teleports, and special moves that alter air trajectory like akuma air demon flip. tenderizer doesn’t seem to hit as soon as the opponent enters, leaving room to do something before it makes contact.
Big Marcus performing the snapback loop with some success in real matches:
Since the combo thread is dead, I guess I’ll post this here.
How does this sound as a Bnb?
cr.H, S, MH, 236S, S, MH, 236L xx Dark Fire
Does 580 - 600K depending on location when you start the combo and how quickly you do the inputs. The 236L xx Dark Fire has to be done with somewhat specific timing to prevent the target from spinning out and also to make sure that the 236L actually fires.
Also, untechable. Yay!
EDIT:
It seems that:
cr.H, S, MH, 2H, 214L, cr.H, S, MH, 236S, S, MH, 236L xx Dark Fire
would be more damaging, although I’m not sure if the larger amount of hitstun decay would prevent the 236L xx Dark Fire from linking.
Of course, you don’t need to use cr.H to start this. Pretty much anything else that links into S works (including an unblockable setup.)
the hit stun does prevent the air fireball from hitting – which is an important piece of information if you are trying to get the doom unblockable setup to work… it won’t work if you do an extended combo in this sense. u would need to do the fireball reset before getting the 3rd launch (2nd relaunch)
Well depending on your team you may want to go for a reset (unblockable hehe), but if it’s just damage, I only get about 600k as well so I guess your combo is just as good.
Okay, so, with some experimentation, I’ve found that the optimal version of my above combo is:
cr.H, S, MH, 2H, 214L, S, MH, 236S, S, MH, 236L xx Dark Fire
(corner does most damage at 602,000. Elsewhere does 580K if you super jump properly)
It’s vital that you never let the second hit of j.H come out during your air combos, or the j.236L will cause a spinout.
You also must super jump a little bit towards the opponent after the last S, or it’ll only do 480K due to unoptimized Dark Fire placement. It sometimes helps to wait a little bit and walk toward the opponent ever so slightly before the final S.
Also:
(400K can only be achieved in the corner, or close to the corner) cr.H, S, MH, 236S, S, MH, 2H, 214L, S, MH, 236S
Does slightly over 400K without meter, which is a lot for Firebrand. Same rules as the other combo. You can’t let the second hit of j.H connect or it spins out.
[media=youtube]uTwP4EDOQ_8[/media]
Here is your setup that I got from here. Not sure if i’m timing it correctly. Oh well.
Nice, my combo is slightly longer, doing about 400k before the setup, but the actual setup is exactly the same. I don’t have a capture card so it’s good someone got a video up, should help if anyone is somehow struggling with it.
EDIT: It’s cool you tied it into a lvl 4 Frank setup as well haha, though it does sacrifice damage and meter obviously.
[media=youtube]IfBg7coa3-I[/media]
617k. It works mid-screen, but the timing is really difficult. I can post a video of that, but it does less damage too ~604 I believe. I left in my executional errors so you all could see how to change the timing in order to get the combo to connect.
If you do one hit of H instead of medium on the second launch and just end with the normal 1hit H,S on the last relaunch into super, you can get 620k (assuming good positioning on Dark Flames) and it is super easy anywhere on screen.
Will do.
While it is possible to do more damage with firebrand by reducing it down to just multiple 1 hit Hs after relaunch, I don’t think it’s worth it. The meter gain you lose doing this is not worth the damage gain. If you do a firebrand combo with max hits, it should do around 550k with around 1 meter gained, whereas with just one hit Hs it’ll only just break 600k but your meter gain will be roughly halved. This means you won’t get a meter to end it properly or you won’t be able to keep up luminous body pressure.
Of course, it’s nice to know a max damage combo if you need to finish someone off and have meter, but it’s not a practical BnB for a point character imo.
It also depends on if you are going to finish your combos or go for an unblockable reset. If you for the Missiles reset every time, you are going to end up with 5 meters before you think of using any most of the tie anyway. I do agree if you are running a meter hungry team it is pretty much necessary and if you are going for the snapback loop instead of the unblockable loop it is pretty much a requirement (as is a meter building assist I believe).
I’ve been pretty consistent with the unblockable with missiles in training mode, took it into some games last night, never worked. My opponent was able to jump and escape, especially fi it wasn’t in the corner and when it was in the corner he would airthrow me during startup? I guess there are steps that I may have skipped I dont know. I recorded a lot of match footage, clearly not my best play at all on stream, but I’ll timestamp where these things happen to my firebrand.
You probably were just a bit off with timing, you want to do the whole last section pretty slowly. That’s the risk of the setup I’ve found though, if you do mistime it you will miss out on some damage, but as long as you delay everything, it should work.
Basically normal BnB, but directly before you finish with Dark Flame, call Doom Missiles. When you land do :dp::h: and Charge. Missiles should hit them just as they flip out and they will be in hit stun until :dp::h: hits.
Super super easy way to annoy the hell out of someone. There is probably a way out im sure but to someone who hasn’t fought firebrand very much it will be GG