Ok, thanks for the quick reply
What are the inputs for battering ram loops? I’m having trouble digging the info up.
I can never quite figure out when and what buttons to press in the offbeats. O_o
Much appreciated!
For each loop in the corner, you do: forward (automatic), down forward, down forward, down back, forward. You only have to press a single button along with the direction. Looping 2 HBRs is definitely one of MODOK’s hardest links, if not the hardest. Try linking a cr.L after one rep to get a feel for the timing.
Thank you very much! I’ll try it tonight. It’s been plaguing me for a while now
I think constant c.H hopping may be his hardest link…
I also think they might be a perfect blockstring if timed -perfectly- too. Have you guys tried messing with it? It’ll even snag up-backs if done correctly I think.
The cr.H hopping is pretty much a frame trap that catches up back, combos, and can beat advancing guard. Push blocking it right ruins it though. That link is definitely up there as one of the hardest, though I’m better at doing that then HBR loops. The rest of his links aren’t nearly as bad IMO (I practice the j.S, L bomb, f+H one a ton). I should try doing cr.H hopping more in game… gotta practice that. I usually just do the easy version in the corner.
Well if they pushblock too much, try varying the time of the Cr.H hop. Perfect Advance Guard/CPU in training mode’s advance guard have a specific timing, if you delay it so the oppotent are not in true blockstring they will get a dash or random normals instead of advance guard.
Digging the loops. Thanks for the tip. It’ll take a bit to master the rhythm, but at least I can do it now.
I prefer to keep MODOK in play, so this is useful stuff.
No problem. I went into the lab to try and investigate more on how to do the HBR loops and I realized something that makes it easier for me for some reason. When doing the HBR loop, I find it easier to keep the down back part very short by doing the forward part that comes after almost right away. It seems like it keeps Dok closer to the ground when doing that down back into forward part fairly quickly (meaning its easier to link the next HBR). I typically lose a hit or 2 (11 hits instead of 12 or 13) by doing this, but I find it much, much easier (I did 5 in a row, which I’ve never done before). They feel somewhat practical now lol.
What’s helped me the most with the timing on HBR loops is finding a consistent input cadence for the H presses. Once your fingers sound like a metronome, the very last beat I buffer the QCF to satisfy my OCD, and hit AtkAtk shortly after, roughly TK timing. It seems if your cadence rides the threshold of MODOK recovering from the super, the reps feel much easier; it at least helps gives you a game plan.
That’s for me at least. I haven’t gotten to put the time in to master it yet, but for me rhythm practice always helps me with links. Right now I’m batting about 1/10 tries are 5 loops in a row. Not so hot, but it’s a start. Next week I’ll get to practice more and hopefully lock it down.
I saw this LTP post about hbr loops yesterday. I gave up on it long ago but decided to try it LTP way. I couldn’t get it consistently though. Ironically I got 5 in my first try then my execution started dwindling down. I think it was bc I didn’t know I found out that delaying the forward and downback helped me get five (sometimes). I recorded my combo and compared it to Nos’ science vid and mines has the character lower. I think its mostly the downback delay and the downback is also farther. I liked this way because it’s hard to time the hbr when they are too high and you hav to do the down forward fast? I think my hbr loop is the same thru out instead of them popping up high during the last hbrs. Still fuckin hard combo lol
IMO MODOK only needs to know the HBP loop only by himself, and he has a two bar or 3 bars that he will spend on his bnbs.
Otherwise I think when you have the right partners to DHC /thc, you don’t really need to do HBP loop too much unless your DHC options aren’t that good.
That’s pretty interesting… that’s pretty much the opposite of what I’m doing lol. I’m going to try to further explain and clarify my thoughts on the HBR loop and what I’m trying to go for.
So linking HBRs isn’t the easiest thing in the world, so to make them easier, we want to reduce the amount of recovery frames on the last burst of HBR. There are 2 things I thought would successfully do this. The first is to make the last burst of HBR be as low to the ground as possible. This is why, in part, I keep the down back burst short. Once each burst ends, MODOK tries swiveling back to his upright position, and once that occurs, the hyper ends. MODOK also swivels in the next direction of the next burst in the shortest possible path. So when canceling the down back burst into the forward burst, MODOK will turn clockwise if you cancel into the last burst late (once MODOK goes above the horizontal plane when trying to return to the upright position) or MODOK will turn counter-clockwise if you cancel into the last burst earlier. When MODOK turns counter-clockwise in this situation, it seems he is lower to the ground (he’s pretty much sweeping it) as compared to delaying the last burst to make MODOK turn clockwise. So in the end, I think we want MODOK to turn counter-clockwise from the down back burst into the forward burst in order to keep him lower to the ground and reduce the recovery on HBR.
But there is a second item to consider, and that is to try to make the later active frames of the last burst hit (this seems to be what Justin and Nos are doing). By hitting with the later active frames as opposed to having it hit right away, they are put in the same amount of hitstun either way, but by having the later active frames hit, we are essentially cutting down on the number of recovery frames we experience, meaning that we have that many more frames to link the next HBR. This is basically why we turn away with the down back burst and then return with the ending forward burst. So how do we try to maximize the advantage of having the later active frames of the last burst hit? Basically, we want to be as far away from the opponent, vertically and horizontally, as possible before the last burst of HBR without being so far as to not be able to hit our opponent. Since I want to as close to the ground as possible by making MODOK turn counter-clockwise for the last burst, I’m not going to be able to change that horizontal distance much, nor am I changing MODOK’s vertical position. So that only leaves me with the opponent’s vertical position, which we have pretty much complete control over. So I want to pop up the opponent as high as possible without having the last burst of HBR whiff. Conveniently, the down back burst of HBR pops them up just the right height (given you do the down forward and down back bursts at a steady pace) so that when you do the forward burst quickly, you are really low to the ground and the opponent is high enough that the later active frames of that burst hits (usually 1 hit). By doing this, I’m able to loop HBRs much better than before to the point where I’m thinking of adding them as a practical part of my game plan (I still need some practice with them and further explore the loops).
Hopefully this helps out with what you guys are looking at in the lab
True, but it’s good to have the HBR loop as an option. For example, with my Dok/Strange/Doom team, to KO big characters, you sometimes need to spend 3 bars for the kill. SoV into Sphere Flame is an awful DHC, so doing an HBR loop into SoV is much better. An HBR rep also does just under the damage of SoV, so doing an HBR loop to kill for 2 bars is usually just better, since Dok has much better options than Strange on incoming. An HBR rep also does around the damage of Stalking Flare and Magnetic Tempest (I usually get significantly less damage from Mag Tempest as a DHC from HBR).
It also lets you keep MODOK onscreen, allowing time for welcome mixup setup, instead of having to hard tag MODOK back in because we all love MODOK so much and have to keep him on point.
Seriously though, I think it’s just a good skill to have in your pocket, in case the situation arises (it does more damage than your DHC because of team composition, you’re left with anchor solo MODOK, or you just want to swagger, etc)
[media=youtube]3DVAnwNDaCs[/media]
Ayte here’s the recording of my HBR loop. Character falls around chest height. I personally find this easier to do. Also, you never know if you might need this combo. Can’t rely on solo jamming bomb all the time since it requires correcting spacing. And guys should be learning them solo relaunch combos. lol I know I keep saying that
So what about the direction inputs for Midscreen Hyper battering ram loop?
I guess kind of underestimated the usefulness of these loop since MODOK is pretty safe if he messes up the loop(HBR is -5 on block, but it’s varies on how you direct MODOK around. I seen MODOK players tick grab people before they do anything because of the fast recovery in HBR), and modok it can fix bad dhc options by using this loop.
I think the opponent can always grab you at the end of HBR on block, always.
I think the inputs for the midscreen HBR loop is: forward (automatic), down forward (crosses up), down, down, down forward. I’ve never tried it though, but that’s what it looks like in Nos’s video.
http://www.youtube.com/watch?v=VuGZQ4q7OUo&feature=player_detailpage#t=202s
Thanks, it’s just good to know if you want to DHC into MODOK in midscreen and you don’t have to DHC into somebody won’t increase damage on your combo.
It’s just something to experiment with my MODOK/Morrigan/Strider team at the moment.
Yep that’s it… Against certain characters the initial thrust will crossup, so you have to reverse the inputs.
But then again, there may be other patterns that work… ?