Not sure if that works. they can just tech forward?
That won’t work properly, if you look earlier in the thread, I posted a much harder to escape way to do that. It still isn’t perfect, but the opponent has to time their escape pretty well if you time your setup well.
What is the best way to combo reliably after :dp:**:h: ? seems like many times, especially if they choose to eat the assist, i will follow up with S, land, then follow with cr. L only to have it blocked. So then I have to do down H for the ground bounce and hells elevator to meet them on the ground.
S whiffs on some characters, I always just do d.H into the rest of the combo, get 630 K if I use a meter or about 440 K if I go for the same reset without meter.
In most situations, after d.H at normal jump height you can do j.S, c.LMHS, so you can get some of that damage in through the j.S that you normally wouldn’t.
If you post this on the combo thread, it wouldn’t be dead.
So, I’ve been playing firebrand/akuma/doom and i’ve got a few setups that I haven’t had a chance to test out on a real opponent. I’m thinking that the tatsu assist works great with firebrand, because once you’re in you can go for ioh. l xx m dive. It’s great because if the opponent blocks it will give you a cross up while the tatsu locks them down for another mixup. So, you can go for something like ioh. l. xx m. dive xx flight and hit for an overhead s. You can also just hit them with another ioh. l into bon voyage or whatever else you like. What makes it so great is that if the first ioh. l. connects the tatsu will combo and you can dash up for a launcher into combo.
Now, what i’m not exactly so sure of is a few unblockable setups that I’ve been working on. I’m kind of new to the game, so I’m not familiar with the mechanics. Anyway, it has to do with doing a combo into tatsu assist in the corner and charging the unblockable so that it hits them as they are teching out. In training it hits the dummy regardless of being set to back or front tech and allows for a combo follow up. The setup I use is this.
j. h, cr.l, st.m, st.h, s, j.h (two hits) xx m. dive j. h (two hits) d. h xx l. dive, st.h, cr. h, s, mmh(two hits) xx bon voyage (back dash) st. h (2 hits) (call akuma) xx missile h.
Forgive me if the notations are off, I haven’t really played a lot of fighting games lately. Like I said, I’m not exactly sure how this works, but it seemed interesting enough to get a second opinion on. I have a similar setup with otg doom missiles, if this one is any good. I’m thinking that they can hit me out of the unblockable with a hyper or something. Not sure. Maybe if I release early it will hit them if they are going to attack and I can fully charge if I think they will block for some kind of 50/50.
Anybody have the notation for this? I’m just doing some experimenting with Firebrand and haven’t really used him before so I can’t figure out which move is which.
Also, what happens when they only have one character left? You just change the combo to a kill combo?
Is there a difference between the snap setup and the post-death setup? Do they have different options? It seems like a waste to use a meter to snap them out after a little damage when you could finish them off with an x-factor combo and get the next one too with the remaining x-factor and a dhc. I guess in theory it’s a perfect unblockable, but it’s a bit risky for me to rely on my execution that much. A couple of things to consider against those with air-ok invincible supers (skrull, sent, phoenix etc.) the hell’s elevator back looks almost exactly the same as the startup of the unblockable, and could probably be used to bait it then punish, either that or cancel mid-swoop into luminous body to block.
I do S land, M, cr.H, S ^ continue bnb.
I haven’t played in a while, but from what I remember you shouldn’t mash S after hitting the unblockable because the animation is a staggered animation and it might whiff if you do it too early. When you land you can mash M because it’s a little tight, but it has the range to connect after the falling j.S, and the hitstun to allow a cr.H to connect into the combo.
I just recently picked up Firebrand and it seems like, once inside, the mixup possibilities are endless with Cold Star (if anyone has any good Cold Star tricks, I’d love to hear, but that’s not why I’m posting).
But since the mixup goodness begins once inside, and requires assist, my question is how you guys are getting inside to start with. Especially since, if you want an assist for mixup once in, you can’t really use it for getting in (I suppose drones could be an exception).
Also, when I am in, and I want to overhead jL, should I always be canceling that into Bon Voyage if I expect it to hit (obv if I expect block I can do other stuff), either Luminous or not? I know he can do jLMHS to ground combo on bigger chars, didn’t know if it was universal vs crouchers. And lastly, any other fast overhead options when not point blank for a jL?
Has anyone had success with the snap death loop? I can get the combo after the unblockable, but I cant seem to get Tenderizer to hit on the first frame. When I set the dummy to do the set up, I was able to get out by just mashing out a hyper.
He has strings to overhead everyone but Ammy and RR who you should Bon voyage against.
Still needs some work to perfect, but with tenderizer you can turn a forward throw on the air or the ground into a swoop unblockable and (hopefully) a full combo from there.
In the corner on the ground, forward throw otg with :qcf::h: call tenderizer charge up swoop, forward recovery and advancing guard don’t avoid the swoop, but I haven’t got combos to work for the setup yet.
Midscreen on the ground or in the air, forward throw otg with :qcf::h: :qcf::s: position yourself while they fall otg with :qcf::h: call tenderizer and charge up swoop. This one is tougher to do, and might have more time to do an air super or something.
The airgrab in the corner seems not to work with this, but I think you might be able to get around that and the back throw problems by calling tenderizer, doing Dark Fire to otg, then x-factor cancelling to do the swoop, but I’m not sure.
Examples
[media=youtube]3vcykY9ToTY[/media]
Looks like those setups would work (possibly better) with Amaterasu.
It’s a bit tighter, but you can do it with the back air throw by whiffing air bon voyage immediately, then doing the otg
Does the Doom missile reset actually work? I tried it with my friend controlling the dummy and she could just walk out of it every time. I tried to time it differently and every time the missiles were either blocked too high or they continued the combo. I tried doing it like it was done in the video above but I’m guessing that video has the timing wrong too. If it does work, can it be avoided by air dashing or double jumping?
what are some incoming character mixups that go well with cold star assist
i have seen call ammy, then meaty bon voyage, if pushblocked then jump and airthrow which is hard to tech
wondering what other good options are
Supposing I have cold star (firebrand doom-b ammy tobe exact) and I land a basic combo. Assuming I don’t do some kind of jab reset, but just end my combo with flying screen S or fire super, what are some good ways to force them to eat or block a new cold star? A “vortex” if u will. I find after a combo often ill kind of sit there like “ok, now what?” Just dashing back and calling cold star doesn’t cut it. Is there a good way to simulate something that looks like an infinite lockdown?
Hey All, just started using Firebrand, on my Spiderman/Hulk team. Got a few questions. Any help appreciated…
What’s the best way to reliably continue a combo when the unblockable hits the opponent at normal jump height? I’ve got a rough setup where I do Gamma Quake with Hulk, DHC to Luminous Body then start charging and swoop in when the rocks finish hitting. If the opponent is holding up+back they jump and I’m having a hard time converting it into a combo. Any ideas? I saw it mentioned a few posts up, but not sure if that applies to airborne opponents?
The other thing is after doing the dive kick - how do you reliably combo from that? I know you can do Hells Elevator L - but it doesn’t seem like you can react fast enough to an actual hit vs a block - and seems unsafe if it was to get blocked and I just did Hells Elevator L anyways…
Also, forward throws in a corner - fireball doesn’t always hit correctly to OTG - is this just one of those unavoidable things?
Likewise, ground throws, am I supposed to be able to convert from them?