Good anti-keepaway tips. It’s good to know since I usually just bring in Skrull to fight keepaway which is a pretty massive risk since Tenderizer is vital to my team.
Hopscotch is the ground trap, if youre lucky and space it correctly j.S might break the trap before it hits you (or you just move out the way in time). But either way, the trade is always in your favour if you hit her (You just did like 150K to her, her trap did about 80K to you).
Well yeah, but then she’s on the ground where the camera won’t show her in time to do whatever while I cry (damn slide).
Anyone here wanna discuss fighting the DMC trio? These guys are…pretty annoying in general (Dante being all around Dante, but he’s the lesser of evils; Vergil having Tron’s hitboxes at twice the speed and half the hurtbox).
Preliminary sH works against some Vergils that do ground teleport, and any hit will kill either character; but both of them seem to beat the crap out of her by anti-airs and (in Dante’s case) good zoning. jM seems to be the only good tool I have against them, but Vergil can just faceroll on his aerial moves into 0f Helm Breaker all day, erry day (to the point that I’m thinking of using XFC-Guard Cancel on him).
Trish: Yeah I have to nothing to say about that, just try to catch the roll :.
Vergil: Ive found that when fighting Vergil players, you want to make them come to you. Think about it, from full screen, Vergil is not much a threat. Hes either going to do one of three things:
1.Teleport (which you can easily read and punish)
2.Do a Judgement Cut (that wont reach you if youre full screen unless hes in DT)
3.Run up to you and hit you (Which all you need to do is block low and AG for a whiff punish)
That’s interesting. Definitely can’t turtle against Dante, but never tried that on Vergil. Isn’t as easy to AG them though, when they have that generic horizontal assist…Hell, can’t they start doing RT + Trick if she’s full screen (that isn’t to say that they’ll start playing patient as well)? Wonder if sH would beat that… :wonder:
make them come to you? what if they have frank cart assist? what if they know how to stagger hits to frame trap your pushblock attempts? what if they’re ER.MCZ richard nguyen :[
s.H (and hell any other of Tron’s projectile negate moves) beat RT clean. If they teleport you can safely cancel into drill or whatever hits Vergil/ gets you out of that spot in time. If that generic horizontal assists happens to be projectile, youre pretty good to go since s.H should cover that.
Oh… yeah I guess that is kinda hard. Tron kinda gets bodied by Frank assist, I think the only thing she can do to him is throw a Boulder once he gets on screen. Im not too sure what you mean by staggering hits though.
The answer to frame traps is to continue blocking, lol. Try to consciously only pushblock medium or heavy attacks - this is actually very easy with Vergil, since his normals are slow. You should be able to pushblock the Heavy and actually punish it with drill. If the Vergil knows what they’re doing, though, they’ll cancel into something safe. (A lot of Vergils play him lazy though.)
Definitely don’t let yourself block RT - even getting hit by it is sometimes better. The ensuing mixup is heavily in Vergil’s favor. Neutral j.H seems like a good idea, but I haven’t tested it extensively yet.
4:19:00
It was a small tournament today (about 12 people…?) so I didnt really play too many matches on stream. I get a perfect with Tron lol.
oh this tron is jumpin at me? better block low or press a button B)
…That raw tag to Dante will combo?
Also don’t forget that if you know they’re dead, jHS->Drill before super will get you more meter before the super. I’m gonna have to steal that sL->cM frametrap. Great stuff Rikir…
Hi peoples! I don’t know if everybody migrated to SFxT, but I made a little video with some fairly practical, easy to perform combos that I always use. My main team is Tron, She-Hulk, Akuma or Tron, Wesker, Ammy. I snagged the She-Hulk setup from here a while ago towards the end of Vanilla, and just recently decided to test it in Ultimate. Hope you enjoy it.
[media=youtube]m5OWdfgk0UM[/media]
Good concepts in there, but far from optimal damage… try not to use drill or flame until late in the combo if you must.
For a practical combo, try j.S, launch, air series, She hulk OTG, launch, air series, OTG + Vergil assist + beacon bomb, 2x King Kobun ender should net you a little over 1mil.
And heres multiple sets I played the other day:
[media=youtube]0FQE8G6Q5R4[/media]=
[media=youtube]qsLvqoAJEQI[/media]
Rikir, why don’t you use falling jH extension? There was at least one instance it would have let you combo another super in…Also, ground Drill is unsafe and jM->Drill can be input during the air throw animation mmkay? :arazz:
But srsly, good stuff.
Right I just realized that I havent been using the falling H stuff, and I know about the jM > Drill, I just kinda suck at getting it. lol
Doubletap M for the airthrow followup, and you’ll get it every time.
I don’t really like using falling H in my combo enders, though… kinda finnicky to link it into super. Works great for a short pre-relaunch combo, though.
Oh hey I never thought about doing that. Thanks Jaytoo!~
Great idea, and it does do a millionish. My only issue with that, is that Tron uses Vergil/Ammy/Akuma to get in. It’s not often that Tron gets a combo started without assists backing her up. But if I do catch someone with a raw J.S, I’ll definitely be using that.
For a practical, single-assist, higher damage combo, try j.S, jump, delayed j.MMH, j.MMH xx M-Drill, st.S, sj.MMHS (OTG extender - shulk or d.H+vergil), H-Beacon bomb, King Kobun 2x (st.H, H-drill extend).
Any time someone gets a clean hit with Tron and does less than 1mil damage, I cry a little inside =P.