Some more Gambit stuff, as I’ve been messing around with him a bit. Main team with him on it is M/S/G (Mag/Storm/Gambit…I don’t play Magneto at all, so this gives me a reason to mess around with him). All on projectile assists… Team is…OK. No AAA, which is bad. But I use Gambit’s assist a lot, and, being invisible, it’s sort of useful.
Combos:
(Mag) Launch+assist, sj.RK, air dash d/f RK, assist hits -> whatever. Around 50% damage by itself (this is Magneto, so that’s not a big deal, but still). This combo doesn’t work on Sent or Hulk, dunno about the other super-big guys.
Launch, sj.RK, air dash d/f Short, Forward, land, j.JP+assist, j.SP, j.FP, j.RK, assist hits, ->whatever. Again, similar damage. You can hypergrav or snap them out, or launch, or infinite, whatever. This can also be sort of a crossup…if you change the timing, the Kinetic Card will hit them in the back and reset the damage, but that’s obviously not the sort of thing that works more than once. Neither of these combos seems to work on Hulk, for some reason. Done it on a variety of characters, including Cable, Ruby Heart, IIRC Sent and BH and ones of varying sizes…but Hulk juggles funny.
Punch throw+ assist. Crosses up. Cute.
(Gambit) Launch+ Storm assist, sj.JP, sj.RK, assist hits (unrollable OTG as described earlier), FP Kinetic card xx Royal Flush or Cajun Explosion, or link Card to JP Cajun Slash, snap out, etc. Somewhere over 50% damage if you want to burn a super. You need to SJ straight up, not towards the opponent… If you do the Royal Flush, it’s a LINK after the card, but if you want to try the other super you need to cancel.
c.JP+ Mag assist, c.SP, (assist hits) xx FP Kinetic Card xx whatever (see above). Simple combo, good damage. IIRC this works as a cancel too.
C.JP+Storm assist, c.SP, c.FK xx (assist hits) medium Cajun Slash xx Royal Flush. Full damage, since the assist catches up right before the super hits. You can cancel after the first hit of the Cajun Slash if you or the opponent is cornered, but you generally want to wait until after the second. You can’t be too far away when you do the combo, or the Cajun Slash won’t connect (though you can time it so it’s safe if you fuck up and just not cancel to the super IIRC).
Storm has some combo that goes launch+Gambit assist, SJ.FP, air dash d/f assist hits, relaunch to whatever, no big deal. There’s also stupid assist infinite things you can do.
Other notes: Kinetic Card has really short blockstun. Medium Cajun Slash (dp+SK+FP) apparently connects from Jab/Short also, not just mediums. I think I did do a Cable/Gambit guard break, but I haven’t tested if it was legit. You can probably guess how it went.
Royal Flush seems to be shaped like this:
(Gambit)
()--------
|<--------
|**--------**
No big surprise there, right? I think it’s actually four rows, but that doesn’t matter; the odd thing is, that if the opponent is falling or otherwise off of their feet, the bottom row connecting is what will get you the most damage. Like, if you do Storm air combo to super, DHC to Royal Flush, you want to wait until the last possible second to DHC, before it would become an OTG. The exception, is if you can get them horizontal…ie, one of the assist combos above, Kinetic Card, ASAP cancel to super does good damage, too. As for the explosion after the super hits, with some characters that’s when you want to DHC to them…Hail, HSF, etc. With others, you want to get it early…ie combo with Cajun Slash +Storm projectile assist…it leaves you close enough so that if you wanted to DHC to Magneto, you can cancel a little early to where all of the cards still hit, but Mag has time to start up his Tempest super, and will connect for nice damage (and follow-up afterwards because of the height).
Launch is good. Nice priority, as you’d expect. J.FP and RK also pretty nice, and I’d assume s.FP is OK (though it whiffs vs crouchers). Cajun Strike (d, u+P or K) is pretty decent, depending on your assists. Seems to work OK with Doom for chip, or Tron for mixup (or, really, blockstun). ie. c.SK+assist, c.FK, C.RK, Cajun Slash off of opposite wall, BS some, repeat, works OK with Tron. With Doom you have to cover your ass more, but it’s better chip. I’m guessing it works OK with Sent, though not quite as well. Punch version of Cajun Strike seems to have the same recovery time whether or not you do the attack on the way down (it’s optional with the punch version)…this is irrelevant. Point being, if you do the attack, you get some blockstun and a small frame advantage. If it connects, IIRC it knocks down.
If you do JP Cajun Slash after Sent does HSF, you will only be hit by the first wave, and then fall to the ground. Not important, just something I found.
Other combos (general air combos to relaunch or whatever noted in previous post:
(Sent) call assist+ Rocket Punch, assist connects, dash to launch or Rocket Punch xx super. Does not work on Cable.
(Rogue) c.SK+assist, c.SP, s.FK xx kissy move. If hit, kiss whiffs, but the card gives you enough hitstun to combo into whatever you want. If blocked, they get kissed. I believe it makes the attack string safe, because of the Kinetic Card hitstun. Guard Canceling not accounted for, that is.
(Morrigan) c.SK+Asssist, c.SP, s.FP xx fireball xx Super. I think Darkness Illusion does slightly more damage. This combo hurts. Anyone who can link three attacks together on the ground can do a similar combo…ie. Chun Li combo to Senretsu Kyaku, WM to Proton Cannon, Strider to Ragnarok, etc. IIRC Ryu can do something like s.SK, s.FP+assist xx fireball, assist hits, fireball xx super, or even dash s.FP xx fireball xx super.
(Wolverine) c.JP+assist, c.SP, s.FK, c.RK (whiffs) xx Fatal Claw. Decent damage, DHCs very well to Storm (hail) or Sent (either). You can use Weapon X instead, more damage, not as good for DHCS.
(Cable) c.SK+Assist, c.FK, s.FP xx Time Flip. Possible to throw a grenade and link the time Flip into AHVB.
(Gambit) c.SK+Morrigan projectile assist, c.SP, c.FK xx medium Cajun Slash xx Royal Flush xx Darkness Illusion or Soul Eraser, etc. 80% damage. Gambit has similar combos with all projectile assists. If they’re too fast like Ryu-B, he can just do something like replace the Cajun Slash with a FP kinetic card and cancel to super, or if faster, like Mag-A or Sent-A, he can just do weak xx medium xx card xx Super (xx possible DHC).
c.SK+Sent-A, C.FK xx FP Kinetic Cardx2 xx Cajun Explosion or Royal Flush. Almost 50% without the super. Hard. Doesn’t work on Cable, and maybe not the super-heavy guys (worked on Doom). You can also start with a Trick Card and link to super, or the other options.
c.SK+Tron-G, c.FK, FP Kinetic Card xx Royal Flush. Yeah, …yeah. Like 80% damage.
launch+Storm-A, sj.JP, sj.RK, assist hits, FP kinetic card, THC. IIRC, that’s how it went. I think there are a couple of different assists that get off of the screen quick enough for you to do a THC.
Kick throw is OK. Damage not mashable for anything worthwhile, it caps off pretty early, and the max damage isn’t really impressive.
Since I’m listing combos, the Viscant “five card stud” combo is c.JP+cyke AAA, c.SP (assist hits), FP Trick Card, JP Trick Card, FP Kinetic Card x2, JP Kinetic Card xx Royal Flush. I think this is Training Mode only.
Jab Kinetic Cards have less startup time, but also hold the opponent in place for a shorter period of time. Ditto Trick Cards. Just in case anyone was curious about the difference.
That’s all that really comes to mind at the moment.
edit: basically, sometimes a juggle kinetic card xx Royal Flush does more damage, and sometimes the link (as opposed to the cancel) is better. Depends on the situation. If they are high off of the ground, link, if lower, cancel, as a general rule. Rogue combo is NOT safe if blocked, unless you change the timing.