what are some good 1bar or meterless juggle enders after patriots circles in the corner?
so far most effective for me is St.HK -> cr. HK
St.HP xxx Ex. patriot does slightly more damage but not worth the meter imo since i cant find anything that will connect after that, not even super
Edit: Patriot circles -> St. HK -> cr.mk xxx Ex. patriot is better but still, cant follow up with any juggles… might as well spend the super instead of EX if you have it
I’m joining the dark side as soon as morning hits. This thread should be titled “Cr. MK x Patriot EVERYTHING” lol. I know there’s ways around him, but he’s just too strong for me to ignore. Tag canceling out of Patriot Circle is too tempting.
I’m more excited bout developing fun ways to move around and be an asshole with Rolento than anything else. Sure his damage and combos are nice, but the real fun is yet to be had.
His damage is actually average to mediocre, and his full combo potential is pretty simple. Where he’s going to shine is his Oki, distancing & space control and Mixups.
rolento is unbelievably godlike. without a doubt he is going to be a staple character in this game, barring some huge roll-cancel esque gamechanger gets found out.
anyway, i can’t figure out anything decent and meterless for him when he’s being tagged into a combo. the most practical thing i have found was just a cr mk sweep for a hard knockdown. there has to be more potential meterless damage for him when he’s getting tagged in off of a launcher. im stumped, someone enlighten me.
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[INDENT=1]if his damage was any higher than it was right now i would go as far to call him broken to be honest with you. and it is day one we have no idea what any characters potential actually is, that is really naive of you to say.[/INDENT]
finally, i am gonna share some (what i think) is new tech with you guys. on knockdown, jump forward and over your opponent, do the down + mk pole hop thing and hold UP FORWARD for some reason up forward instead of up back re crosses you up. try it out in training mode its pretty serious. obviously everyone’s probably running some variation of the pole hop mixup but i dont know if everyone’s figured that specific one out yet. also what i like to do when i’m playing someone who’s not retarded is to fake that re cross up by just hitting down + mk then neutral mk. weird looking situation that hits high, good mixup in its own right.
Has anyone tried using j.MP after any launcher - tag cancel? Usually you can combo after this without a CH, but I don’t know if it still has these properties if the opponent is already in a juggle state, not sure if there is enough time to connect with it. Forgot to test this when i had a chance to play the game.
Anyone found some good combo possibilities after CH AA s.MP? Maybe EX patriot xx tag?
no, you cannot combo to jumping mp after launcher. figuring out combos for rolento coming in after a launcher combo is something that needs to be figured out real soon.
^^ read that wrong, i havent tried anything with aa ch s mp, i will later. still though that seems like a lot of meter to burn just for a setup. for the same amount of meter you can just low forward into super. unless you can get a lot of meterless damage with your partner i dont think it would be worth that use of meter in most circumstances. its day one though and i am not good at creating combos myself, so yea take that with a grain of salt.
the only thing i came up with was St.HK -> cr.HK coming in from a launcher, but the timing is very strict, so i usually do close st.mk -> cr.hk rolento can’t do good damage unless he got you in the corner.
The advantage of EX patriot xx tag + juggle would be that you would also be able to rebuild some of the meter afterwards (if that whole thing would even work, probably it doesn’t anyway). I’m not exactly a great innovator either, most of my ideas usually turn out to be useless