It’s possible it’s just tight. It’s a lot easier doing sj:s: but it changes the hit stun. As for missiles if you want the most damage out of them omit doing the spider sting right away and go straight into s:h: plus Doom :s: into air combo crossup zip into web throw then spider sting/bite :l: spider sting xx crawler assault. It’ll net you more damage with just dooms assist along with the meter. For example, j:m: j:s: c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: OTG zip j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: plus Doom :s: sj:m: sj:m: sj:h: sj:s: rejump web zip whiff j:s: :h: web throw :h: spider sting/bite :l: spider sting xx CA will bet you high 800k range. So adding vajra using Desklamptv’s method may bet you 900k
Damn I never knew that st.:h: could connect after a j.:s: like that. I’m not sure if you can add Vajra in the end of that combo because the hitstun might be too low, but I think if you kara sting web throw into the corner after the :h: web throw it may be possible because you have a little more time to call the assist and delay the launch, but I’m not 100% sure.
That really helps. I might start using that as my bnb then. It really does a good amount more. Gonna mess around with the hard tags to see how much it can be extended.
You can still launch if I remember right but I was trying to avoid the Kara sting stuff since people complain about it too much. If you add Kara stings the doom portion of it becomes 900k. I have work tonight so it’ll be a while before I can test it out to see if you can launch into strider after all that but I don’t see why not
When I tried it on long combos, I called Vajra, did cr.:h: :s: and iirc I’m pretty sure they popped out after the cr.:h: before I could launch them. If I omitted the cr. :h: and did the launch a little too early, the opponent would pop out at super jump height before strider could hit them. Sorry I can’t test stuff out today either but hopefully tomorrow I’ll see if I can get it to work.
I was able to test it but forgot to post my findings. They do indeed flip out. If you use Kara sting into web throw you can then call vajra c:h: xx :s: xx spider sting/bite :l: spider sting xx crawler assault
I should’ve chimed in on this discussion earlier lol. Spider Sting adds on a metric fuckton of HSD to combos so it is best to delay using spider sting for as long as possible so that you can optimize your combo. Luckily, they made spider sting so that it will always have enough hitstun to lead into spider bite.
So I’ve been messing around with Dorm pillar and I’ve come up with a few mixups that leads to multiple 50/50’s depending on the situation presented. It’s pretty much on incoming characters run under call assist do H webthrow. If you do it properly the web throw should hit first every time and this is the initial mixup. Timing the web throw to cross up is a little tricky at first but after you mess around with it in training mode for a few minutes it should become second nature. If it hit good for you go for whatever dumb combo you know. If it doesn’t pillar forces the block and if they mash pushblocks they are at the perfect height for a UWT. (if you think they will mash pushblocks not crossing up with the webthrow is more beneficial since you don’t risk crossing up motions) If they block on the way down if you are mid-screen you get another 50/50 by going either right or left since the pillar will put them in a position probably around an inch from the ground. If you are in the corner you get the left/right mixup (if you crossed up) accompanied by the instant overhead setups.
The whole point is to create a Zero’ish situation that forces incoming characters to take as many guesses as possible before they actually start playing the game again.
Obviously its not completely impervious. Characters with double jumps can avoid the initial web throw mixup pretty easily and force you into situation where they will block it from the front every time. Also Blocking the webthrow and taking the hit from the pillar is another solution because reacting and hit confirming off the pillar is fairly difficult.
I’ve only messed around with this assist for a few days so I’m sure these setups can probably be explored further. I know for reset situations you can do similar corner setups that forces the other player to either neutral or back tech and take high/low 50/50’s.
Video would be awesome, though I have an idea of what you’re getting at. Aside from that setup, how does pillar work with Spidey though? I want to try Dorm with Spidey and Hawkeye but I don’t seem to like his assists.
I actually don’t have video equipment so we must use our imaginations!
From my experience/experiments pillars strongest quality lies with setups/resets since it forces a lot of block situations at good heights. As far as neutral game uses go what I’ve found is that it works as a decent mid-screen pressure/zoning tool. Your primary goal when using it isn’t to actually hit but limit the opponents mobility and or assist options since you basically create a giant wall in front of them. It only really begins to shine in the corner where you get decent lockdown at various heights without being as spacing intensive as dark hole.
If you are worried combo potential it works as a decent extender. Not one of his best but adequate enough if you find yourself in a combo situation without your primary combo assist.
It’s really easy to hit dorm out of the startup though soooooo yeah don’t go nuts with him.
For the neutral Dark Hole > Pillar but from what I’m seeing from your potential team you already have arrows to cover your neutral game (much better anyways). So messing around with Pillar (or liberation) probably would be a better idea.
Yeah, I figured pillar works with Hawkeye although Spidey’s combo damage might suffer a bit with the lack of corner web throws and resets. What bothers me though is where to place Dorm as he’s a better anchor than Hawkeye. With that configuration though, it would be harder to get a ToD. Anyway, I’ll try to run it first then see how it goes.
It would probably be a wiser decision to run Dorm in the second slot because you would gain access to better DHC’s, safe switches, and have a TAC option. Also in this scenario Dorm will have access to arrows and I don’t need to explain the application of Dorm with a strong horizontal assist. You’ll have a nice balance of rushdown/zoning option but yeah Hawkeye anchor is not appealing.
The team overall sounds like it would be more reset dependent which isn’t a complete bust because you could potentially save more meter for Dorm to be dumb with.
The biggest difference I see is the DHC damage since Hawk pretty much has both a safe tag and TAC with UWT reset. At the moment, I agree that it’s better to run Dorm second but I’m imagining Hawk+Dorm(pillar) zoning to be somewhat similar but less potent to Hawk+Doom(missiles) but with a somewhat better anchor. Hope to learn it when I’m not feeling lazy.
yawn
i already do this with missiles
it’s a 50/50 that is sometimes throw punishable if i H webthrow too late but the crossup is basically not going to be blocked unless i’ve played the person before or i made the crossup too obvious. and they probably won’t punish unless they know already. earlier H webthrow won’t be punishable, and then they have to deal with missiles coming down. if they jump and pushblock, ultimate web throw is free. if they get grounded, i get one of the best high lows ever.
if it hits though, H webthrow out of corner (missiles hit) L webthrow to corner, raw tag doom and do combo, either lv3 or dhc back for 1mil+ damage
im confused by this. So if they block the web throw they are forced to block the missiles in the air immediately? Or do they fall to the ground then block missiles? If its the first how does missiles hit after the web throw? Does the last missile hit at the very end of the animation? Or is there a large delay between them blocking the missiles and the initial web throw? The only real difference I can see in our setups is that with the pillar the forced block occurs right after the webthrow which leaves no room for any type of grab or normal counter since they will still be airborne. Also as for the high/low you talked about im assuming you just do an instant air.M overhead? For this to connect though you would have to do it pretty early in the missile block strong to be able to combo after it.
large delay. can do instant overhead jM. can do throw into missiles pickup.
the high low i’m talking about though is just a simple grounded forward zip. you can just not press anything and go low pretty quickly, do a quick jM or jL into a low, or do the input-attack-right-away zip and get 3 overheads
there are definitely weaknesses in my setup, but basically yeah it’s just getting them to block missiles in the corner. if they get hit by the web throw though, the combo is pretty damaging.